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

At Appeonix Creative Lab, we are more than just an IT company—we are your growth partners. With a passion for innovation and excellence, we craft cus… Read more

...

April Innovations

April Innovations is one of the leading Enterprise Software Development companies in Mumbai, with clients being serviced in the USA, UK, and India. T… Read more

...

Chirag Solutions

Chirag Solutions is extending its services in website designing & development and software development. Our web and software development is committed… Read more

...

FlowLabs

design and deliver solutions that automate work, scale operations, and accelerate growth. What We Offer: - GenAI Discovery Sprint: … Read more

...

kernn automations

Kernn Automations - Software Projects + AI HRMS/ERP Kernn Automations, based in Hyderabad, India, is a full-stack software development company del… Read more