I recently published a mobile game that I developed in about 1-week. The whole plot was a rocket ship that is travelling and on the tap it flips the direction. My brother told me about this while we were playing Apex Legends and I created a Unity project before we went back to lobby and by the weekend, I had an early prototype ready for his review. The objective for me was to create a game that my daughter would love to play.

If you’re interested, check out Distant Ride Fail on the Play Store. I’ll appreciate that.
Distant Ride Fail
The whole plot of the game is a single-touch based mobile game. The whole objective of the game is to allow the user to use single-tap and help the ship cross the space. The space is infinite, and so the ship must traverse the area and avoid the incoming obstacles.
You can play the sessions unlimited numbers of time. You do have to restart the game session when you hit the obstacle.
Development
The game is created using Unity engine. The game is a simple loop of C# script that performs all the operations:
- Generate the obstacles and set their translation and rotation.
- Apply “wobble” movements to the rocket.
- Track the movement and collision.
At the moment there are no trackers or analytics in the game.
The game code obviously has scripts that do “one task”, such as “wobble” and “obstacle detector” are all different script that use the main loop and update the state of the game. I tend to write the game logic with state so that the UI only renders the processed state and data on the screen, while the background processes can continue to run in the background.
Assets and UI
I used the Low Poly assets for the mobile-based interface. Also, the UI was created responsive. The UI stretches to accommodate the different screen factors and sizes.
Instead of Unity Input System, I used the Rewired package to handle the input as I intend to expand the actions and handlers to other input providers (mouse and keyboard, controllers, etc.). I will write more on that once I have published the game on Microsoft Store as well. For now, the only input being handled in the touch input.
Publishing Experience
I have only published the game to Android and Windows platforms. In my experience, Apple is always a tough platform to crack and getting your app (or game) published.
The game is currently live on Play Store, and undergoing a launch on the Microsoft Store as well.


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