This Is Blast (Prototype) is a hyper-casual Unity game built in my free time. Players tap cube “shooters” from queue positions to move them to “doc” slots, where they automatically shoot front-row colored cubes. Matching triples merge into ammo, and gameplay progresses through themed levels with onboarding instructions and win/fail UI.
Tap-to-move queue system: The front shooter in a queue can be tapped to move to a target Doc position.
Auto shooting: Once on a doc, a shooter continuously fires toward available front-row cubes matching its color.
Column-based cube advancement: Destroying cubes causes front-row cubes to shift forward deterministically by column/Z ordering.
Triple merge: Three same-color shooters on docs merge into one shooter (ammo combined), with left/right shooters removed.
Linked shooters (special mechanic): Two shooters can be linked; they move together as a pair, share a visual connection (cylinder), and are excluded from the triple-merge behavior.
Linked shooters with pairing rules
Same-queue or cross-queue linked movement supported
Linked pair share the “move out” side and have synchronized behavior
Linked shooters excluded from triple-merge logic
Dynamic cylinder visualization connects linked shooters
Reactive level onboarding
Instruction panel system with level-specific guidance (Levels 1, 4, 5, 8, 16)
Highlight + breathing effects show the intended target shooters based on queue eligibility and doc shooting state
Theme + color system
Scriptable material mapping via ReferenceManager
Level theme tinting
Color expansion support (e.g., Pink/SkyBlue/Purple)
Gameplay UI
Progress bar, level complete screen, hard-level icon
Level failed screen with “Level X” text and Try Again restart flow
Level fail logic (game state aware)
Level failure triggers only when Doc is full and no shooter can shoot (based on whether shooters still have targets/ammo potential)
Unity/C# architecture with clear managers
CubeManager (cube column detection, front-row selection, cube destruction flow)
MoveQueue + queue data (tap rules, shooter-to-doc assignment)
PlayerShooter + PlayerMovement (shooting loop and transitions)
MergeManager (merge animation + ammo consolidation)
DocManager (doc slot state, linked/shootable shooter evaluation)
LevelManager + UIManager (level lifecycle, win/fail UI, theming, instructions)
Deterministic spatial logic
Columns are built by X and cubes are ordered by Z for consistent front-row behavior
Tween-driven animations
DOTween for jumps, rotation, punch recoil feedback, UI transitions, and merge sequences
Performance patterns
Projectile object pooling (ObjectPool) to reduce instantiation costs
UX feedback systems
Highlight Plus integration for target emphasis
Breathing effect component controlled to reflect “ready to move / shooting” state
Modular gameplay architecture (manager separation for maintainability)
State-driven gameplay logic (queue → doc → shooting → merge → fail/win)
Data-driven selection algorithms (front-row selection by column/Z ordering)
Animation & feedback integration (DOTween + recoil/punch/merge effects)
UI/UX implementation for onboarding (instruction panels + visual guidance)
Special mechanic design (linked shooters with synchronized behavior and visual connection)
Debug-friendly systems (clear fail/merge conditions and deterministic cube movement)
Implemented a full hyper-casual loop: queue tapping → doc shooting → cube-column progression → triple merge
Added a linked-shooter system with synchronized movement, cylinder visualization, and merge exclusion
Built a reusable instruction panel framework (Levels 1/4/5/8/16) with highlight + breathing guidance
Designed robust level win/fail UX, including “Level X” failed screen and Try Again restart logic
Used performant gameplay tech: object pooling + DOTween for responsive feel