Game Design Document, version 1.0, September 2026

MarioGelato

A fast connect-and-match arcade game for mobile. Players drag across scoops of gelato to serve a waiting customer, chain matches for multipliers and combine gifts into board-clearing combos, all within 120 seconds.

120 sper round
5 × 10board, portrait
6 + 21gifts and combos
5flavours
Key art
01

The game in one minute

Who it is for, what makes it fun, and the facts every team member should know by heart.

A customer waits at the counter. Scoops tumble into the display case. You trace your finger through matching flavours, and every chain you serve makes the customer happier, fills your gift bar and sets up the next, bigger combo.

Tactile and instant

One gesture drives the whole game. Dragging a finger through scoops has to feel physical: snappy selection, juicy pops and a satisfying refill.

Pressure that feels good

A 120-second timer and a streak multiplier reward speed. Players should always feel one good chain away from a big moment.

Combos worth chasing

Long chains leave gifts behind. Gifts combine with each other into 21 escalating effects, so a smart player plans two moves ahead.

Key facts
TopicDefinition
GenreConnect-and-match arcade, single-player score attack
PlatformMobile, portrait orientation, touch input
SessionOne round lasts 120 seconds. The goal is the highest possible score.
Core gestureDrag to connect three or more adjacent scoops of the same flavour. No swapping.
Target audienceCasual players who enjoy short, skill-based sessions (18–45, puzzle and match-3 fans)
InspirationThe gameplay fun of Frozen Free Fall: Snowball Fight: fast chaining, satisfying clears and escalating power-ups. The visual identity is our own.
Out of scope for v1Meta progression, levels, currencies, shop and PvP. The Buy Slot exists in the UI but stays locked.
02

Look and feel

Mood and key screens. Every frame below is a placeholder: drop the final art into the images folder with the same file name and reload the page.

03

Core loop

Six beats repeat every few seconds until the timer runs out. Select a step to jump the animation to it.

04

The game screen

This phone is a working prototype of a round. Drag across three or more matching scoops to play. Hover the list to locate each element.

2:00
0points
Matches Bar
×1
Yum!
Customer
Buy SlotLocked in v1
Drag through 3+ matching scoops
1

Pause

Stops the timer and all animations. Opens the pause menu (resume, restart, settings).

2

Timer

Counts down from 2:00. Starts with the first move. Pulses red in the last 10 seconds. At 0:00 the round ends.

3

Points

Total score of the round. Counts up with a short roll animation.

4

Matches Bar

Fills with every point scored. When full, a random match gift drops into the Gift Slot and the bar starts again.

5

Streak multiplier

Appears from the second consecutive match. Shows the current multiplier (×2 to ×5).

6

Customer

Avatar next to the board. Reacts to matches with cosmetic animations and speech bubbles only.

7

Board

5 columns × 10 rows of scoops. Cleared scoops are refilled from above.

8

Buy Slot

Reserved for a later purchase feature. Greyed out and not interactive in v1.

9

Gift Slot

Holds one gift from the Matches Bar. Tap it to place the gift on a random scoop of the board.

Prototype noteIn this prototype the Matches Bar threshold is lowered to 60 points so the Gift Slot can be seen early. The game value is 150.
05

Connecting scoops

The only input in the game. Players never swap; they trace a path through neighbouring scoops of one flavour.

Touch, hold, drag

The chain starts on the first touched scoop. Each scoop the finger enters is added if it neighbours the last one and has the same flavour.

Eight neighbours

Horizontal, vertical and diagonal neighbours count. The finger must be near the centre of a cell (about 40 % radius) so diagonals do not trigger by accident.

Backtrack to undo

Moving back onto the previous scoop removes the last one from the chain. A scoop can only be used once per chain.

Release to serve

Three or more scoops clear. Shorter chains are cancelled with a small shake and no penalty. Chains of four or more leave a gift where the chain ended.

Try a chain on the board.
06

Gravity and refill

After every clear the board resolves in a fixed order. New scoops always come from above, so the board is never empty.

1. SelectThe chain is highlighted and connected.
2. ClearScoops pop from first to last, 30 ms apart.
3. FallScoops above slide down to close the gaps, column by column.
4. RefillNew random scoops drop in from above the board.
Rules for developers

Straight down only

Scoops never slide sideways. Fall duration is about 380 ms with a slight overshoot so they land with weight.

No automatic matches

Refill never clears anything by itself. Scoops only clear through the player's gesture or a gift.

Always playable

If no chain of three exists after a refill, the board reshuffles. Input is locked while the board resolves.

07

Scoring and streak

Every cleared scoop is worth one point. Matching quickly and repeatedly builds a multiplier on top.

×1
no streak
Round score
0
×1×2×3×4×5

Points per match = cleared scoops × multiplier. A match made within 3 seconds of the previous one raises the multiplier by one step, up to ×5. Waiting longer than 3 seconds resets it to ×1. Gift activations count as matches.

Tap quickly to build the streak, then wait to see it reset.
Example
MoveScoops clearedTime since last matchMultiplierPoints
Match 14n/a×14
Match 231.8 s×26
Line Clear gift52.1 s×315
Match 434.0 s×1 (reset)3
08

Matches Bar and Gift Slot

The bar turns steady play into rewards. Every point scored, including multiplier points, fills it.

0 / 150
Gift Slot

Fill

The bar gains the same amount as the score. The threshold is 150 points (tunable). Overflow carries over into the next fill.

Reward

When full, one random match gift (Line Clear to TNT, weighted, Full Clear excluded) flies from the bar into the Gift Slot.

Use

Tapping the slot places the gift on a random scoop. From there it works like any gift. While the slot is occupied, the bar stays full and waits.

09

Match gifts

The longer the chain, the stronger the gift it leaves behind. The gift replaces the matched scoops at the position where the chain ended.

How gifts are activatedA gift does nothing on its own. The player drags from the gift to any neighbouring scoop or gift (a chain of exactly two). Gift + scoop fires the gift. Gift + gift fires a combination from the matrix in chapter 10.
10

Combination matrix

Connecting two gifts fires a stronger effect automatically. The matrix is symmetric: the order of the two gifts does not matter. Select any cell to preview it.

11

Flavours

Five flavours at launch. Each has its own colour and its own emblem, so players with colour-vision deficiencies can tell them apart by shape alone.

Balancing leverThe number of flavours is the main difficulty control. Fewer flavours make chains longer and gifts more frequent. Test 4, 5 and 6 flavours before locking the value.
12

The customer

An avatar standing next to the board. Its reactions are purely cosmetic: they reward the player emotionally but never change the score.

Customer idle
…

Idle

Default loop. Looks at the board and taps a foot after 5 s without a match.

Customer happy
Yum!

Happy

Any match of 3 scoops. Short hop.

Customer delighted
Wow, more!

Delighted

Match of 4+ scoops or a gift activation. Claps.

Customer ecstatic
Bellissimo!

Ecstatic

Any gift combination or a streak of ×4 or higher. Jumps with confetti.

13

Balancing values

All values below must be data-driven so design can tune them without a new build. Values marked tunable are starting points for playtests.

ParameterValueNotesStatus
14

Decisions and open points

Where the original design left room for interpretation, this document makes a proposal. These items need a final sign-off.

15

Image asset list

Every image slot in this document. To replace a placeholder, save your image under the listed file name in the images folder next to index.html and reload.

PreviewFileContentRecommended sizeUsed inStatus

File types can be changed (for example .png to .webp) by editing the src attribute in index.html. The animated demos use vector stand-ins for scoops and gifts and do not need image files.