Role: Engineer
Time Spent: 2 weeks
Engine: Unity
Language: C#
Platforms: Android, iOS
Developer: Team No Morals
Team Size: 5
Where to Play: build available upon request
Added in the swiping mechanic
Added the win/fail states
Added checking for if the candy was swiped to the correct side
Added the asynchronous multiplayer (swapping turns, the name selection screen, etc.)
Added scaling difficulty (your opponent has to sort more candy the faster you completed the level)
Created candy selection screen the candy selection (where you choose which of your opponent's candies are edible and which are poison)
Managed source control
My team was given some silly constraints for this game, and the game ended up being silly as a result. It's an asychronous multiplayer game where you take turns filtering out poisoned Halloween candy while your impatient children try to sneak a candy. It features functional Facebook integration, but the microtransactions are not real. To add a layer of strategy, you get to choose which candies will be poisoned for your opponent. The better you perform, the more candies your opponent has to sort out on their turn.