Brushfall
Charge your hero. Eat your way up. Pour the paint back into the world's masterpieces.
A storm of grey sand has buried the great paintings. Your hero is a small paint spirit, and every painting needs colour.
Charge it. Thirty seconds on a match-3 board. Every match pours power into your hero; cascades and special tiles pour more, a Star gives a shield, a colour bomb a magnet.
Climb it. Your hero walks up a path full of monsters, each with a number. Eat the ones smaller than you (they turn green) and dodge the bigger ones (red). Glass gates add, multiply or take away. A guardian waits under the arch at the top: beat its number and it's yours. Every monster you eat drops paint in its own colour.
Paint it. Every third level, a quarter of a famous painting has turned to sand. Put coloured buckets under the funnels and watch the sand pour out of the picture into them. When most of it is gone, a brush sweeps the rest away. Run out of paint? The painting keeps its progress; climb once more and carry on.
Name the masterpiece. Each chapter ends by spelling the painting's name from letter tiles, and it hangs in your gallery: Hokusai's The Great Wave, Van Gogh's Wheat Field with Cypresses, Vermeer's The Milkmaid.
Come back for more: a daily painting with its own box of buckets and a streak, the weekend Grand Climb with bronze, silver and gold, and eight hero skins to spend your spare paint on.
A level takes about two minutes. Best on a phone, in portrait; it also plays with a mouse (swipe, tap either side of the hero, or A / D).
About this project. Brushfall is a design portfolio piece by Umut Eren Demirci. Every number was tuned by bots that play the real rules at human speed; the design documents (GDD, flowcharts, balance workbook, ad test and KPI plan) are at umuterendemirci.github.io. Built in Unity with an AI coding assistant (Claude): I designed the game, set the rules and tuning, and reviewed every build phase. Ads and purchases are placeholders: rewarded offers grant at once and nothing is ever charged.
Credits. Monsters: Quaternius, Ultimate Monsters (CC0). Track, props and interface: Kenney, Platformer Kit and UI Pack (CC0). Fonts: Lilita One and Nunito (SIL OFL). Paintings: public domain, from The Metropolitan Museum of Art (Open Access) and the Rijksmuseum. All sounds and music are synthesized in code for this game.






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