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Pixel Puzzle

A small mobile puzzle game made with Unity and released on Google Play.

The project was developed in approximately one week. One of my main goals was to go through the complete development and release process of a mobile game — from initial implementation to a publicly available Google Play release.

Google Play: View on Google Play

Tech

  • Unity / C#
  • Zenject
  • UniRx
  • UniTask
  • DOTween

Project Structure

Despite the small scope and short development time, I tried to keep the code structured and maintainable rather than treating the project as a prototype.

The main project code is located in:

PixelPuzzle/Assets/Core

The codebase is separated by areas of responsibility, including gameplay, UI, save/load, analytics, audio, VFX and screen adaptation.

Some of the architectural approaches used in the project:

  • Dependency Injection with Zenject — game systems and services are connected through interfaces and DI rather than direct dependencies.
  • Reactive event handling with UniRx — reactive commands are used for communication between gameplay and UI systems.
  • UniTask / async-await — used for asynchronous operations and initialization with cancellation support.
  • Game states — the game flow is separated into individual states.
  • Separated services and controllers — gameplay logic, presentation and supporting systems are kept in separate areas of responsibility.

About the Project

Pixel Puzzle was deliberately kept small in scope so I could take it from an idea to a finished mobile release within a short period of time.

Unlike my game jam projects, where architectural decisions are often intentionally simplified due to strict deadlines, this project is closer to how I normally approach code organization when I have more control over the development process.

The repository can therefore be used as a compact example of my general Unity/C# coding style and approach to project architecture.

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