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
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.