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Mobile Game — Unity

Color Bomb

A portrait mobile match-3 built with Unity 6 and URP, where the matching loop feeds a city-restoration economy rather than a score alone.

Role
Solo Developer — gameplay, systems design, and UI
Period
2026
Focus
Wiring the matching loop into a progression economy while keeping board resolution isolated from input, and keeping content data-defined rather than coded.

What needed solving?

A match-3 board is playable on its own but it does not hold anyone: the player has no reason to open the next level. Adding a progression layer on top of it, however, meant getting the order right between input, board resolution, level data, and economy — without any of them stepping on each other.

Building the product as a whole.

I separated play from content with JSON-defined level data, funnelled all input through a single central swipe layer, and put the board behind a state flow that locks input while a resolution is running. What the player earns then flows into a separate city-restoration layer: a district map that opens piece by piece, buildings that advance in stages, and the energy economy that feeds them.

The system's layers

  1. 01

    Board resolution

    A locked state flow that resolves matches, falls, blockers, and special pieces in order; no new input is accepted until a resolution finishes.

  2. 02

    Level data

    Levels are defined as JSON files — board layout, objectives, move count, and blockers — with safe availability checks for content that has not shipped yet.

  3. 03

    City restoration

    The meta layer where earned energy is spent: a district map, buildings that are restored in stages, and unlock conditions tied to level progress.

  4. 04

    Input and UI

    Centralized swipe input, and a portrait-first responsive UI with safe-area handling and full-bleed backgrounds.

Key features

  • 01

    Matching, blockers, objectives, move limits, and scoring

  • 02

    Special pieces — rockets, bombs, and a colour core

  • 03

    JSON-defined levels and a district-based level map

  • 04

    City restoration: buildings advanced in stages, driven by an energy economy

  • 05

    Hints, retry, and complete victory and loss states

  • 06

    A portrait-first responsive interface with safe-area handling

The tools used for this work.

  • Unity 6
  • C#
  • Universal Render Pipeline
  • Input System
  • LeanTween
  • TextMesh Pro
  • JSON
  • Android
  • iOS
Color Bomb gameplay board
The board, where moves, objectives, and score are tracked together; blockers and special pieces run through the same resolution flow.
Color Bomb city-restoration layer
The meta layer where energy earned in levels is spent: buildings restored in stages, and district progress.
Color Bomb level map
The level map that opens district by district, and the level entry card.
Color Bomb piece system
The piece, special, and blocker set — the visual language that carries the board's rules.
Color Bomb opening and level completion
The opening screen and the level-completion flow: stars earned here open the next district.

What changed?

The opening, district selection, level selection, and gameplay flow are playable end to end, and the city-restoration layer works. Level content is still being expanded, with content and balance work continuing before a store release.