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Client Work Unity C# Physics Mobile

Push to Hole

A 40-level physics-based strategy and merge game for iOS and Android, featuring multi-lane push battles, queued merging, data-driven level construction, progression, analytics, and monetization. Submitted to the App Store in July 2026.

Platform
iOS & Android
Engine
Unity 2022.3
Role
Sole Unity Developer
Status
App Store Submission

A 40-level physics strategy and merge game

Push to Hole is a client project I've been developing since July 2026, submitted to the App Store as a physics-based strategy and merge game for iOS and Android. Two teams push a shared stone across multiple lanes toward each other's pit — the side with greater push force wins the lane, and losing a single lane ends the level, so clearing a level means winning every lane.

Sole Unity Developer

I own the full development pipeline end to end — gameplay systems, level construction tooling, UI, progression, monetization, and analytics integration, working directly from the client's design direction to a submission-ready build.

40 hand-designed levels

The mechanics driving each lane battle and the meta progression around them.

40 hand-designed levels
Multi-lane, force-based push battles
Queued unit merging
Dynamic ball mass and radius
Slopes, obstacles, boss encounters and team boosts
Momentum-based hole attraction
Progression, upgrades and skins
Lives, daily rewards and contextual onboarding

Data-driven, testable by design

Levels are data, not scenes — the same builder powers both the game and the editor tooling.

Interface-driven services using Service Locator
Type-safe event bus
Object pooling
ScriptableObject-based runtime level construction
Editor preview tool reusing the production level builder
Centralized gameplay tuning values

Instrumented for live tuning

Rewarded and interstitial ads
Remove-ads in-app purchase
GameAnalytics event tracking
Meta SDK attribution