An action-packed marble maze that you control by tilting your phone!
Tumble Rush is a free-to-play mobile game in which you tilt your phone to roll around, dodge traps, collect coins, and unlock a cast of cute, collectible characters along the way!
Originally a side project, I decided to bring Tumble Rush to a full commercial release under the label of my newly-founded studio, Juvenile Pursuits Inc. Along the way, Tumble Rush caught the eyes of SMG Studio and Nitrome, who helped me to pitch the project to Apple Arcade and Netflix respectively. Although we weren't able to land a deal, I learned a lot in the process, and was particularly honored to work with Nitrome, whose games served as a major inspiration for Tumble Rush!
Tumble Rush has been downloaded over 25,000 times and has an average rating of 4.7 stars, and was featured as an Editor's Choice on the App Store.
As a largely solo project, I worked on just about every aspect of Tumble Rush. Below, you'll find a few programming-related highlights.
In Tumble Rush, you tilt your phone to roll your character around, similar to a physical marble maze. This intentionally imprecise control scheme lends itself to frenetic, physics-driven gameplay, but it was important to me that the physics still feel intuitive, controllable, and snappy.
To that end, I sidestepped Unity's physics engine entirely and wrote my own ball physics system. Here are a few tricks I pulled to get things feeling right:
Levels in Tumble Rush are procedurally generated by piecing together pre-built "segments," which range from simple runways to platforming challenges and puzzles. I knew I would need to create a lot of these, so I programmed a custom editor to help me build and iterate on segments as quickly as possible. The custom editor let me:
Tumble Rush is all about collecting new characters, so I needed to produce a lot of them. Everything else in the game is hand-drawn pixel art, so I wanted the characters to have the same pleasantly chunky feel. However, this presented a problem: if characters can roll in any direction, the number of frames of animation multiplied by the number of characters would quickly grow out of control.
To solve this, I came up with an art pipeline that let me combine hand-drawn pixel art with the perks of modern 3D rendering:
The end result is that a character only requires a handful of new sprites, but can be rotated to any angle in-game while still keeping a hand-pixelled feel. As an added bonus, this approach let me add unique effects to rare characters by adding a few frames of animation to their material sheets — it looks very fancy without taking much extra effort!