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.

Play on Itch.io → Peggle Info
Status Playable

Published game project hosted on Itch.io.

Build Type Collaborative

Two-person project with Adam Carter. My role: systems and UI programming.

Primary Focus

Gameplay programming, randomized systems, UI, tutorial flow, sound effects, and polish.

Plunko Trailer

Project Overview

Concept: 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.

Goal: The goal was to create a small-scope but polished mobile game with enough randomization, unlocks, achievements, and customization to support replayability.

Team: A collaborative project made by Kevin Lewis and Adam Carter. My roles included programming, UI, sound effects, tutorial implementation, and gameplay systems.

What I Worked On

Development workMy contributions across systems, gameplay, interface, and polish.
AreaDetails
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

Successes

Production notesWhat worked well for a small, focused build.
AspectDetail
ReplayabilityWe built a game that could be replayed beyond a single playthrough through randomized peg spawning, randomized special peg unlocks, and a scoring-driven gameplay loop.
ScopeFor 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.
PolishFor a two-person team, the project reached a polished state with achievements, customization, special pegs, and a structure that could support future expansion.

Game Documentation

Potential Improvements

Future improvementsIdeas for a future pass, grouped by area.
AreaIdeas
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

Technical Focus

UnityC#Mobile Game DesignRandomized SystemsGameplay ProgrammingUI ImplementationTutorial DesignSound EffectsAchievementsCustomization

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