Business Client need Mobile App Development
Contact person: Business Client
Phone:Show
Email:Show
Location: Bezirk Lichtenberg, Germany
Budget: Recommended by industry experts
Time to start: As soon as possible
Project description:
"I have an existing puzzle game like Block Blast with 2 mods and i need following:
1. New game mode: Rush
Add [login to view URL] selectable from the main menu (new button/entry).
Flow: 60 seconds to score as much as possible. At 0, show Rush summary (score, best, rewards).
Timer UI: countdown in HUD. For the last 10s, add strong effects:
Visual: pulse/scale animation + color shift to warning color (e.g., red/orange), optional vignette or screen flash on each second tick.
Audio: per-second tick SFX for last 10s; distinct “time about to end” cue at 3s; “time up” SFX at 0.
Haptics (if supported): short vibration each second during last 3s.
Level content: reuse classic layout/logic but start fresh each Rush run. If desired, load a Rush-specific level set or generate smaller/faster figures.
Daily & Weekly Rush Challenges
Daily example: “Score 5,000 in Rush”; Weekly: “Score 25,000 total in Rush”.
Track progress across Rush runs; reset on UTC day/week boundaries.
Show on main page as tiles/cards with progress bar or numbers, plus reward preview.
Rewards: lives and coins. Ensure single-claim, persisted.
UI/UX
Main page: add Rush entry and Daily/Weekly Rush challenge tiles; badge when reward ready or incomplete.
In-game: Rush timer with last-10s effects (visual/audio/haptics). Show score, optional multiplier.
Summary: Rush end screen with score, best, and challenge progress/claim.
Tech notes
Add Rush to GameMode; extend ActiveSession with timer fields.
Add RushTimer component; on reaching 10s remaining, trigger:
UI state flag for pulsing/flash; start per-second tick SFX; enable haptics (if available).
At 3s, play a distinct warning cue; at 0, play “time up” and lock input.
Challenge tracker persists daily/weekly goals; updates from Rush results; grants rewards via existing currency/lives systems with idempotent claims.
2. Goal
Make the adventure map a static, city-by-city progression. Each chunk = one city. The last level in each city is a boss level with unique visuals and harder gameplay. Defeating the boss opens a gate and reveals the next city.
Map & Chunks
Map is static (no procedural swapping of chunk art). Chunks are laid out in a fixed order, each representing a city/biome.
Each chunk prefab: city background + optional parallax layers; a gate/landmark near the boss node.
[login to view URL]: set to the ordered list of city chunk prefabs.
Boss Node & Gate
Mark the last level in each chunk as IsBoss = true.
Boss node visuals: distinct icon/halo/pulse; lock overlay if not unlocked.
Gate near the boss node:
Locked state while boss not beaten.
On boss defeat, play an “open gate” animation (swap sprite/anim state, particles).
After gate opens, reveal/activate the next city chunk (scroll or fade-in).
Gameplay (Boss Level)
Boss levels are harder variants in LevelDatabase (tighter space, special requirements, or tougher block sets).
In gameplay HUD, show a “Boss Level” marker (badge/banner) so the player knows they’re in a boss fight.
Optionally add boss-specific SFX/music.
Flow
1) Player progresses through the city’s levels.
2) Reaching the boss node: show gate locked if prior levels not cleared; if cleared, start boss level.
3) On boss victory:
Trigger gate-open animation on the map chunk.
Then reveal/enable the next city chunk (keep the map static; just show the next chunk section).
UI/FX Hooks
Map:
Gate prefab with locked/open states and an opening animation.
Boss node icon, glow, and unlock VFX when it becomes playable.
Game HUD:
“Boss Level” label/badge.
Optional boss intro sting and victory sting.
Reward popup (optional) on boss clear before moving on.
Data/Code Touchpoints
MapData: ordered city chunk prefabs.
MapChunkBehavior: flag last level as boss, place/show gate, play open animation on boss clear, enable next chunk.
MapLevelBehavior: IsBoss flag, boss icon/VFX, click gating if locked.
LevelDatabase: ensure boss levels are defined and harder.
HUD: add a boss badge in the gameplay UI when ActiveSession is a boss level." (client-provided description)
Matched companies (5)

Appeonix Creative Lab

April Innovations

Chirag Solutions

FlowLabs
