An open API service indexing awesome lists of open source software.

https://github.com/arcsymer/mobile-arcade

Four small original one-thumb time-killer games in Unity (WebGL). Hyper-casual prototypes, original procedural art/audio. Play in the browser.
https://github.com/arcsymer/mobile-arcade

csharp game-development gamedev hypercasual mobile-games portfolio unity webgl

Last synced: about 6 hours ago
JSON representation

Four small original one-thumb time-killer games in Unity (WebGL). Hyper-casual prototypes, original procedural art/audio. Play in the browser.

Awesome Lists containing this project

README

          

# mobile-arcade

Small, original **one-thumb "time-killer" games**, built in **Unity 6** and playable right in the
browser (WebGL). Each is a tight hyper-casual loop — simple, addictive, complete-feeling — not a
big game. Original art and audio, all generated procedurally (no imported assets).

**▶ Play them all: https://arcsymer.github.io/mobile-arcade/**

> Honest framing: these are original **hyper-casual prototypes** built to demonstrate small,
> polished mobile loops — not commercial releases. Every clip below is real gameplay.

## Games

| Game | Mechanic | Status | Play |
|------|----------|--------|------|
| **STARDODGE** | endless dodge — weave through falling meteors | ✅ Live | [play](https://arcsymer.github.io/mobile-arcade/web/stardodge/) |
| **STAK** | tap-timing — drop blocks, slice the overhang, stack high | ✅ Live | [play](https://arcsymer.github.io/mobile-arcade/web/stak/) |
| **GOBBLE** | grow — eat smaller blobs, dodge bigger ones | ✅ Live | [play](https://arcsymer.github.io/mobile-arcade/web/gobble/) |
| **WHACK** | reflex — tap the dots, avoid the red ones | ✅ Live | [play](https://arcsymer.github.io/mobile-arcade/web/whack/) |

### STARDODGE
![StarDodge gameplay](media/stardodge.gif)

Steer a glowing craft left/right (hold/drag anywhere) to weave through meteors that fall faster
and thicker the longer you survive. Score by distance; beat your best. Tap to start, tap to retry.
Juice: screen shake + a particle burst on impact, a starfield, synthesised blips. There's also an
**attract mode** (`?demo=1`) where the craft auto-pilots and dodges on its own.

### STAK
![STAK gameplay](media/stak.gif)

A one-thumb tap-timing stacker: a block slides above the tower — tap to drop it, and the part that
overhangs the block below is **sliced off** (a falling sliver), so the tower narrows and the timing
gets tighter as you climb. Perfect drops flash and shake; the camera rises with the tower. Stack as
high as you can; tap to retry.

### GOBBLE
![GOBBLE gameplay](media/gobble.gif)

A one-thumb eat-and-grow game: drag your blob around to swallow blobs **smaller** than you (you
grow, area-based), while dodging the **bigger** ones — touch one and it's over. As you grow, blobs
that used to be threats become food, so the arena keeps shifting. Score by mass; tap to retry.

### WHACK
![WHACK gameplay](media/whack.gif)

A one-thumb reflex game: glowing dots pop up all over the screen — tap them before they shrink
away, but never tap a **red** one. A good dot expiring costs a life (three lives); a red one is
instant game over. Targets appear faster and live shorter the longer you last. Tap to retry.

## How they're built

Each game is a **code-only Unity project** — an editor script builds the scene from code, and a
single `Game.cs` constructs everything at runtime:
- **Sprites** are drawn procedurally into `Texture2D` (circles / triangles / squares with soft
edges) — zero imported image files.
- **Sound** is synthesised in code (`AudioClip.Create` — sine tones + noise bursts).
- **HUD** is IMGUI (no scene UI or font assets); input is mouse **and** touch; layout is portrait
and fills the viewport responsively.
- WebGL builds ship uncompressed so they load on any static host (GitHub Pages) with no server
config. The Unity player runtime (`web//Build/*.wasm`) is committed so Pages can serve it.

## Build a game

```
Unity -batchmode -nographics -projectPath -buildTarget WebGL \
-executeMethod BuildTool.BuildWebGL -logFile -
```
Then copy `Builds/WebGL/Build/` into `web//` (the served folder keeps a small responsive
`index.html`). See [HUMAN_TODO.md](HUMAN_TODO.md) for the Android-module note and build tips, and
[CREDITS.md](CREDITS.md) for the all-procedural asset statement.

## Targets

- **WebGL** — live on GitHub Pages (primary).
- **Windows** — standalone build supported (`BuildTool.BuildWindows`).
- **Android** — needs the Unity Android module (not installed here) → [HUMAN_TODO](HUMAN_TODO.md).

---
Built by [@arcsymer](https://github.com/arcsymer).