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Balloon Poper (Prototype)

Updated: Mar 29



GitLab Repository: Naplab Game Studio


Game Overview

Balloon Poper is a prototype developed as part of the Kang Coon project. This game is designed as an endless casual game. The colorful balloon theme is meant to be a fun and relaxing time-killer for players of all ages. This prototype aims to test and refine core gameplay mechanics while maintaining an enjoyable and visually appealing experience.


How to Play

  1. Tap the screen to pop balloons when the balloons float upward within the time limit.

  2. If a red or blue balloon escapes the screen, the combo is reset.

  3. The score is calculated by Score * Combo. The higher the combo, the more points earned.


Development Purpose

Balloon Poper serves as a prototype for the Kang Coon project, focusing on refining endless casual gameplay mechanics while ensuring a fun and engaging experience for players.


Core Mechanic


State Management 

This prototype implements a State Management system to manage the game's state. Its function is to indicate the current game state, such as playing or paused. It uses an enum file as a list to specify the available states within the game. "Gameplay" represents the state when the player is actively playing, while "Paused" represents the state when the player has paused the game.


Figure 1: Game State Management system using Enum-based logic to toggle between Gameplay and Paused states for synchronized game behavior.
Figure 1: Game State Management system using Enum-based logic to toggle between Gameplay and Paused states for synchronized game behavior.

The ability to switch between these two states is achieved using a script called GameStateManager, which employs the Singleton architecture, allowing it to be accessed from anywhere in the game.


Figure 2: GameStateManager implementation using Singleton architecture to provide a global access point for state transitions and event notifications.
Figure 2: GameStateManager implementation using Singleton architecture to provide a global access point for state transitions and event notifications.

Types of Balloon

Players score points and perform combos by popping balloons. The balloon movement system in this update combines two directions: vertical, where the balloon continuously rises at a speed determined by a variable. Horizontal, where the current value is calculated to cause the balloon to swing back and forth between left and right, creating the illusion of swaying.


Figure 3: Balloon mechanics featuring 2D-oscillating movement (vertical rise and horizontal sway) integrated with a dynamic combo-based scoring system.
Figure 3: Balloon mechanics featuring 2D-oscillating movement (vertical rise and horizontal sway) integrated with a dynamic combo-based scoring system.

The system categorizes balloons by tag. Clicking on a balloon checks its tag to produce different results.

  • Red Balloon: 1 point

  • Blue Balloon: 2 points

  • Black Balloon: 20 point removed


Figure 4: Tag-based interaction system for categorizing balloons and executing specific scoring logic upon player input.
Figure 4: Tag-based interaction system for categorizing balloons and executing specific scoring logic upon player input.

Scoring System

The scoring system uses combos to multiply points when certain conditions are met. The scoring mechanism and combo system do not simply increase points by 1 or 2. Instead, it is multiplied by the ComboPoints value. For example, points earned = 1 x ComboPoints. Each time a point is scored, the system calls the Combo() function to increase the ComboPoints by 1 and changes the text color to green to indicate a combo is being performed.


Figure 5: Dynamic scoring architecture featuring incremental combo multipliers and real-time visual feedback via UI color transitions.
Figure 5: Dynamic scoring architecture featuring incremental combo multipliers and real-time visual feedback via UI color transitions.

If a player clicks on a BlackBallon. 20 points are immediately deducted, and the combo is reset to 1.


 
 
 

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