Fuzzy Frenzy
A match-3 mobile game that puts a fresh, fuzzy twist on the beloved genre! Instead of traditional candies, players will connect adorable farm animals including sheep, cows, chickens, and wolves. The features an online leaderboard, a shop, boosters, avatar customization, multiple levels, original music, and our unique twist: wolf - sheep interaction. Try it out and see if you can score the highest points on the leaderboard!
Languages
Engines & tools
Gameplay & system
Game modes
Trailer
Technical Overview
This Match-3 mobile game was built in Unity/C# with a clean separation between gameplay logic, control flow, and presentation. The core board system handles grid generation, tile swapping, match detection, cascades, gravity, scoring, level goals, power-ups, hints, and automatic shuffling when no valid moves are left. The visual layer uses DOTween for responsive animations, and BoardView uses object pooling for temporary swap images, match effects, and goal UI rows to avoid unnecessary runtime instantiation. Most of the project is data-driven with ScriptableObjects, including animals, levels, shop items, achievements, avatar categories, avatar items, rewards, and power-up settings. This made the game easier to expand and balance without hardcoding content into the main systems. The game also includes a shared player economy used by the shop, boosters, lives, extra moves, achievements, and avatar customization. The shop validates purchases and unlocks items, while the avatar system lets players preview changes before saving their selected hair, clothes, colors, and accessories. Achievements are handled through gameplay events like level completion, score progress, destroyed animals, and power-up usage. The leaderboard is connected to Firebase Realtime Database, submitting and loading top scores asynchronously. Some levels also include extra polish like weather particles and a custom wolf/sheep mechanic where wolves can eat nearby sheep and leave bones as obstacles.
Technical Overview
This Match-3 mobile game was built in Unity/C# with a clean separation between gameplay logic, control flow, and presentation. The core board system handles grid generation, tile swapping, match detection, cascades, gravity, scoring, level goals, power-ups, hints, and automatic shuffling when no valid moves are left. The visual layer uses DOTween for responsive animations, and BoardView uses object pooling for temporary swap images, match effects, and goal UI rows to avoid unnecessary runtime instantiation. Most of the project is data-driven with ScriptableObjects, including animals, levels, shop items, achievements, avatar categories, avatar items, rewards, and power-up settings. This made the game easier to expand and balance without hardcoding content into the main systems. The game also includes a shared player economy used by the shop, boosters, lives, extra moves, achievements, and avatar customization. The shop validates purchases and unlocks items, while the avatar system lets players preview changes before saving their selected hair, clothes, colors, and accessories. Achievements are handled through gameplay events like level completion, score progress, destroyed animals, and power-up usage. The leaderboard is connected to Firebase Realtime Database, submitting and loading top scores asynchronously. Some levels also include extra polish like weather particles and a custom wolf/sheep mechanic where wolves can eat nearby sheep and leave bones as obstacles.
My Role
- Developed the core Match-3 gameplay logic (In an MVC pattern), including grid generation, tile swapping, match detection, cascades, gravity, scoring, and level goals.
- Implemented the tile swapping system with smooth DOTween animations and visual feedback.
- Used object pooling in the board view for temporary swap images, match effects, and goal UI rows.
- Developed power-ups, including board-clearing effects, timer-based gameplay, and extra moves.
- Developed the black sheep mechanic and its row/column clearing logic.
- Developed the wolf/sheep interaction mechanic, where wolves can eat nearby sheep and create bone obstacles.
- Implemented obstacle mechanics, including bone tiles and match-adjacent obstacle clearing.
- Built a hinting system to help players find available moves.
- Implemented automatic board shuffling when no valid moves are available.
- Created the level system and data-driven board configurations using ScriptableObjects.
- Developed the audio system, SFX, and wrote the music.
- Added parts of the level polish such as particles, feedback animations, and player-friendly UI responses.
- Wrote the GDD and managed the project tasks through Trello.
Team
Gallery
click to enlarge1 / 17Main menu screen