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mobile-arcade

Small, original one-thumb "time-killer" games, built in Unity 6 and playable right in the browser (WebGL). Each is a tight hyper-casual loop — simple, addictive, complete-feeling — not a big game. Original art and audio, all generated procedurally (no imported assets).

▶ Play them all: https://arcsymer.github.io/mobile-arcade/

Honest framing: these are original hyper-casual prototypes built to demonstrate small, polished mobile loops — not commercial releases. Every clip below is real gameplay.

Games

Game Mechanic Status Play
STARDODGE endless dodge — weave through falling meteors ✅ Live play
STAK tap-timing — drop blocks, slice the overhang, stack high ✅ Live play
GOBBLE grow — eat smaller blobs, dodge bigger ones ✅ Live play
WHACK reflex — tap the dots, avoid the red ones ✅ Live play

STARDODGE

StarDodge gameplay

Steer a glowing craft left/right (hold/drag anywhere) to weave through meteors that fall faster and thicker the longer you survive. Score by distance; beat your best. Tap to start, tap to retry. Juice: screen shake + a particle burst on impact, a starfield, synthesised blips. There's also an attract mode (?demo=1) where the craft auto-pilots and dodges on its own.

STAK

STAK gameplay

A one-thumb tap-timing stacker: a block slides above the tower — tap to drop it, and the part that overhangs the block below is sliced off (a falling sliver), so the tower narrows and the timing gets tighter as you climb. Perfect drops flash and shake; the camera rises with the tower. Stack as high as you can; tap to retry.

GOBBLE

GOBBLE gameplay

A one-thumb eat-and-grow game: drag your blob around to swallow blobs smaller than you (you grow, area-based), while dodging the bigger ones — touch one and it's over. As you grow, blobs that used to be threats become food, so the arena keeps shifting. Score by mass; tap to retry.

WHACK

WHACK gameplay

A one-thumb reflex game: glowing dots pop up all over the screen — tap them before they shrink away, but never tap a red one. A good dot expiring costs a life (three lives); a red one is instant game over. Targets appear faster and live shorter the longer you last. Tap to retry.

How they're built

Each game is a code-only Unity project — an editor script builds the scene from code, and a single Game.cs constructs everything at runtime:

  • Sprites are drawn procedurally into Texture2D (circles / triangles / squares with soft edges) — zero imported image files.
  • Sound is synthesised in code (AudioClip.Create — sine tones + noise bursts).
  • HUD is IMGUI (no scene UI or font assets); input is mouse and touch; layout is portrait and fills the viewport responsively.
  • WebGL builds ship uncompressed so they load on any static host (GitHub Pages) with no server config. The Unity player runtime (web/<game>/Build/*.wasm) is committed so Pages can serve it.

Build a game

Unity -batchmode -nographics -projectPath <game> -buildTarget WebGL \
      -executeMethod BuildTool.BuildWebGL -logFile -

Then copy Builds/WebGL/Build/ into web/<game>/ (the served folder keeps a small responsive index.html). See HUMAN_TODO.md for the Android-module note and build tips, and CREDITS.md for the all-procedural asset statement.

Targets

  • WebGL — live on GitHub Pages (primary).
  • Windows — standalone build supported (BuildTool.BuildWindows).
  • Android — needs the Unity Android module (not installed here) → HUMAN_TODO.

Built by @arcsymer.

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Four small original one-thumb time-killer games in Unity (WebGL). Hyper-casual prototypes, original procedural art/audio. Play in the browser.

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