Tilt-Shift Trample
Kaiju rampage through a tilt-shift toy city.
Gameplay shots land when the build ships
── The Pitch ──
Tilt-Shift Trample puts you in control of a giant kaiju stomping through a city built like a hand-crafted miniature diorama. A real screen-space tilt-shift blur keeps a sharp band of focus on your kaiju while the rest of the block melts toward soft focus — toy-plastic pastel colors, model-train-set look, the way a macro photo of a scale model looks. Built with SceneKit and SwiftUI, no third-party game engine underneath.
Ten levels across three toy-diorama cities — Toy Town, Paris, and Tokyo — each unlocked by clearing a victory-score threshold that climbs from 20,000 to 90,000. Cross into a new city and the camera pulls into a slow-motion orbiting finale as a collapse wave flattens the whole district. Every run is a tight three-to-five-minute session.
── What's In It ──
- Buildings are pre-fractured, not scattered — bases slump while upper stories fly, fracture again mid-air, and settle into a rubble mound in the building's own colors.
- Four-story-plus towers topple onto downwind neighbors, roughly one in three parked cars cooks off down the row, and four collapses inside half a second trigger a MULTI-DEMOLITION jackpot.
- Combo ladder — NICE!, RAMPAGE!, UNSTOPPABLE!, COLOSSAL!, KAIJU FEVER! — pays up to x5; Fever turns every footfall into a shockwave for ten seconds.
- Steer into targets to auto-fire a melee combo; army squads, tanks, and a mecha-bot boss (every ~45s) fight back.
- A KO retry keeps half your score, so a death is a setback, not a restart.
- Souvenir Shelf of collectible toy-photo polaroids, plus fully synthesized audio rendered in code at launch — zero audio asset files.
- One-time purchase. No in-app purchases, no ads, no accounts. Fully offline — nothing phones home.