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Sugar Rush

Sugar Rush

Overview

A collect-and-stack race. Grab the candy, carry it up, and build higher than the players doing the same thing beside you.

Game Programmer · core mechanic, physics and analytics

I built the collect mechanic and then the stack mode on top of it, along with the movement and the character physics underneath. Running characters passing through walls, grabbing onto holes, climbing the hitter, catching edge colliders mid-stride.

The other half was everything around the race. Boosts and hazards, the void mechanic, ranking, a Fall Guys-style finish, a daily login reward on a save system, and a full analytics layer instrumenting what players actually did.

My contributions

Collecting and stacking

  • Built the collect mechanic and the stack mode above it, with ownership rules so items belong to whoever picked them up and cannot be taken from another player.
  • Handled the states that keep a race honest: items falling off the platform disabling themselves, drop feedback, and replacing the hard collection cap with a carried jar.

Movement and character physics

  • Built joystick input, animation-driven movement and the stair mechanic over a physics character.
  • Resolved the physics failures that decide whether a race feels solid: characters passing through walls at speed, grabbing onto holes, climbing the hitter, and catching edge colliders mid-stride.

Boosts and hazards

  • Built boost usage and boosted-item stacking, and gave the AI the same access to boosts so opponents play by the player's rules.
  • Built the spinning hammer hazard and the stun that follows it, with the force tuning behind both.

Ranking and end game

  • Built the void mechanic, individual scoring and the overall rating that ranks the field.
  • Built the end-game sequence, its screen, revive wired into the lose path and the countdown returning to the menu.

Meta systems

  • Built the daily login reward on a save system.
  • Built skin prefabs and screens into the core scene, and player names above characters with input validation and a restricted-name list.

Analytics

  • Built the GameAnalytics manager, its ScriptableObject configuration and initialisation events as one layer, so instrumenting an event is a single call rather than a copied block.
  • Instrumented the game against it: colour choice, first-session behaviour, skin purchases, revive counts, current and peak coins, last rank in session, last global rank and win-screen events.

Project details

Studio
blu studios
Genre
.io
Engine
Unity
Released
March 2023
Platforms
Web, Android
Stack
Unity · C# · Web · Mobile · Physics · Analytics · Meta Systems