All work

Ziggle Wings

A relaxed arcade catcher: tap flying insects before the timer runs out. Built to see how far a single-input game can be pushed with pattern variety alone.

Engine
Unity
Language
C#
Platform
Mobile
Role
Solo developer
Catching insects against the round timer
Catching insects against the round timer
Score and lives HUD
Score and lives HUD

What it is

Players catch butterflies, bees and dragonflies inside a time limit. One input — a tap — and everything else comes from how the targets behave.

What I built

  • Per-species movement. Each insect type has its own speed and flight pattern, so the same screen reads differently depending on what spawned.
  • Randomised round objectives. Each session draws a different task, which keeps a short loop from going stale without adding new mechanics.
  • Lives and timer pressure. Missing too many ends the round, so players have to choose which targets are worth chasing rather than tapping everything.
  • Difficulty ramp. Movement gets faster and less predictable as the round runs, pushing the skill from reaction toward prioritisation.

What I took from it

The interesting design problem was making a one-tap game have decisions in it. The answer was scarcity: limited lives mean every tap is a choice about which target to give up.