C:\Users\Kevin\Projects\Plunko>
Plunko
A Peggle-inspired mobile game made in Unity, focused on randomized peg layouts, special peg abilities, replayability, achievements, customization, and polished arcade-style gameplay.
./project_summary
Project Overview
Plunko is a Peggle-inspired arcade game built around shooting a ball into a field of pegs, scoring through collisions, and using randomized layouts to keep each playthrough fresh.
The goal was to create a small-scope but polished mobile game with enough randomization, unlocks, achievements, and customization to support replayability.
A collaborative project made by Kevin Lewis and Adam Carter. My roles included programming, UI, sound effects, tutorial implementation, and gameplay systems.
./my_work
What I Worked On
Peg Spawning
- Implemented peg spawning systems
- Worked on randomized peg layouts
- Supported replayable board generation
- Helped structure how levels could vary between playthroughs
Special Pegs + Abilities
- Implemented special peg behavior
- Worked on unlockable peg interactions
- Supported gameplay variety through special properties
- Helped expand the game beyond basic peg-clearing
UI + Tutorial
- Created and implemented most of the UI
- Built the tutorial flow
- Focused on making the game readable and approachable
- Supported mobile-friendly interaction and presentation
Sound + Polish
- Created and implemented sound effects
- Contributed to overall game feel
- Helped polish player feedback
- Worked on presentation details that made the game feel more complete
./production_notes
Successes
Replayability
We were able to build a game that could be replayed beyond a single playthrough through randomized peg spawning, randomized special peg unlocks, and a scoring-driven gameplay loop.
Scope
For a small project with a limited production window, we implemented almost everything we set out to build, with the main missing feature being a daily playable level.
Polish
For a two-person team, the project reached a polished state with achievements, customization, special pegs, and a complete enough structure to support future expansion.
./final_documentation
Final Documentation
./future_improvements
Potential Improvements
Music + Sound
- Add more background music tracks
- Work with a stronger music composer
- Expand the audio variety across gameplay states
Special Pegs
- Add more special peg types
- Explore area-destruction peg effects
- Create more interaction variety between peg abilities
UI Polish
- Improve visual polish with dedicated UI design support
- Refine presentation and readability
- Continue improving the game’s mobile interface
Progression
- Add more customization options
- Expand achievement support
- Revisit the idea of a daily playable level
./tech_stack