My new game Evershift Daily is out now on iOS! Every day brings a new tower. Your goal? Get ollo to the bottom. No ads!
Can you beat today’s tower?
Download: https://t.co/qDWdbom0MO
This is Evershift Daily. It’s a game I’ve been working on with Xcode and SwiftUI, built around one idea: what would a game designed entirely around Liquid Glass feel like?
It’s built natively for iOS, using Metal shader backgrounds mixed with Liquid Glass to make the UI feel like part of the game itself. Gameplay is kind of like touchscreen Tetris meets Wordle, with everyone getting the same new challenge each day. Shift the pieces, clear a path, and get this little guy named “ollo” safely to the bottom.
Usually when I release a game, I start with the main mode and then add new modes and features through updates over time. This time I wanted to launch something that felt a lot more complete from day one.
There are five game modes at launch, daily leaderboards and challenges, live PvP online multiplayer, rankings, profile customizations, achievements, and an ongoing season with its own reward track.
It launches September 30th on iPhone. You can pre-save it now on the App Store.
This is Soccer Pinball in 2019 vs what I’ve been able to rebuild with Astra + Unity in about a week and a half.
This isn’t a one-shot prompt. There’s been a lot of back and forth, tons of iterations, and honestly, probably just as much testing as building. While Astra is working, I’m playing the game, testing on different devices, and figuring out what feels right and what doesn’t. I want this thing to feel amazing (and it’s getting there!)
Most of the big stuff happened in that first week. Now I’m adding sounds, improving the AI, optimizing, working on quality of life stuff, and even adding Jev to help me test the difficulty.
At this point, it’s safe to say the Soccer Pinball rebuild is officially my new project. I’m not racing to the finish line with this one. I want to make the best version of that original vision from 2019, but now I have the tools to actually implement all the ideas I couldn’t back then.
You can see a lot of that vision already coming through in the side by side, but there’s still so much I want to add.
@OpenAIDevs@unity
Cover your balls.
Added a wall defender to Soccer Pinball today with Astra + Unity. Obviously the first thing I had to make sure of was that he knew how to properly protect himself.
It’s the little details.
Day 10 of rebuilding Soccer Pinball with GPT Astra + Unity CLI. I’ve been getting asked how I intend to increase the difficulty because right now, the game can look a little easy. So today I started giving the opponents a few more ways to make your life difficult.
I built out tools that let me increase opponent speed, make the striker better at finding gaps, and have them direct the ball more intentionally toward the net. I’ve also been adding more variety to how each player behaves instead of having everyone constantly chase the ball.
Defenders can hang back and lock down one side of the field, while other players push forward and create pressure. I’ve also been experimenting with more than four players on the field, each covering different ranges and playing different roles.
I’ve also started adding more visual variety to the players with different hairstyles, skin tones, and uniforms.
It’s starting to feel a lot less predictable, but I’m also at a bit of a crossroads. Do I lean further into pinball, or further into soccer? Right now it’s naturally moving a little more toward soccer, mostly because it’s just really fun watching these players do their thing.
Day 9 of rebuilding Soccer Pinball with Astra + Unity CLI. I’ve had a few people mention that the game looks a little easy right now, so today I started building out the tools to change that.
I made a Formation Editor that lets me pick up and reposition players, change their individual stats on the fly, adjust their movement ranges, and basically tune an entire opponent setup while the game is still running. Once I’m happy with it, I can copy the setup and use those values to build and randomize different formations.
I also wanted moving players around to actually be fun, so I took a little inspiration from grabbing Nintendo Miis in the old Wii Mii Channel. Pick them up and their body just kind of dangles along for the ride.
Right now this is a development tool, but I’m already thinking it could eventually become something players use to create their own formations, opponents, or even custom levels.
A lot of you have been asking when you can play, so I set up https://t.co/vaGu92IToR where you can sign up for launch updates while I keep working on the game.
Really appreciate all the interest so far!
This is one week of rebuilding Soccer Pinball Pro with Astra + Unity CLI. Day 1 vs Day 7.
I see so many people on here one-shotting these incredible systems and games, and I’m constantly blown away by what people are building. But my approach with this has been a little different. This isn’t a new game or an experiment. It’s a rebuild of a game I originally made in 2019, and I’ve been trying to stay true to what made that game fun while finally building everything I wanted it to be back then.
In seven days I’ve gone from getting the basic game working in a different engine to rebuilding the players, improving the AI, adding passing, tackles, bicycle kicks, better ball feedback, dynamic camera movement, new lighting and shadows, grass, a new scoreboard, goal effects, and an actual PvE match mode. And I’ve been able to iterate on all of it almost as quickly as I can think of things to change.
But the important part is that this is my vision. It isn’t a screenshot or concept I pulled from somewhere and asked Astra/Codex to recreate. This is a game and an idea I’ve had sitting in the back of my mind for years. I executed on that idea in 2019, but what I was capable of making then was nowhere near what I had actually envisioned.
Unity itself is still probably the slowest part of this workflow. Waiting on compiles, entering play mode, importing, building, and all those little interruptions add up. Unity 7 intends to address a lot of that, which makes me even more curious about where this workflow goes next.
The part that excites me most isn’t just how much I can build in a week. It’s realizing I can go back to ideas I had years ago and finally build the games I saw in my head at the time.
That has completely changed how I’m thinking about game development. There’s suddenly this massive backlog of ideas that no longer feels out of reach.
@unity@OpenAI
Day 6 of rebuilding my game, Soccer Pinball Pro, with Astra + Unity CLI. Today was a big one. Improved lighting and shadows, new grass texture, better feedback, an updated scoreboard, and of course, the striker can now bicycle kick because why not.
It’s kind of unbelievable how quickly I’m able to iterate with this setup. I also added a new goal effect, which has me thinking about letting players unlock different scoring effects, from explosions to more stylized effects that make each goal feel a little more satisfying.
Decided to see what would happen if I rebuilt one of my old games, Soccer Pinball Pro, using Astra + Unity CLI.
Still a ways off from something I’d actually ship, but the results are surprisingly impressive. It’s definitely opened the door to giving some of my older games a second life.