Test project
Following current platform trends, this project is inspired by "Escape tsunami for Brainrots". I developed the core gameplay systems to be server-authoritative, scalable for high CCU, and heavily optimized for mobile players.
The server generates randomized waves (varying in height, width, and speed) and syncs them across all clients in batches. even for players joining mid-round-Client side loads, sync and times waves perfectly. On touch, a custom physics-based ragdoll system triggers, throwing players back with calculated force and killing them. Fruits spawn dynamically at each stage, with luck-based rarity scaling as the player progresses further.
A risk-reward mechanic where players must manually transport fruits to the finish line to convert them into tools. Touching a wave causes the player to drop their current load. I implemented a Carry Shop allowing players to purchase additional slots for fruits, with exponentially increasing prices to drive long-term progression.
To maintain game difficulty while providing a sense of power, I built a multi-tier Speed Shop (1x, 5x, and 10x sections). The pricing follows a specific formula (Similar to "escape Tsunami for brainrots" one) that ensures the game remains challenging even as players become faster, keeping the gameplay loop addictive.
A complex system allowing players to place collected fruit tools onto plot slots to generate passive income via "Claim Boxes." The system supports swapping, selling, and Picking up. all fruit and their stats are saved and loaded.