● Live on Google Play

Bipbop

A mobile party game with 7 independent minigames, online leaderboards and a full progression system. Built in Unity with a team of two.

Unity C# PlayFab Android
Overview

What the game is

Bipbop is a mobile party game built in Unity where players face 7 fully independent minigames, each with its own mechanics and visual identity. Every minigame is designed around increasing time pressure — the longer you survive, the faster it gets.

The game features a complete meta-progression system with daily missions, in-game currency, unlockables, online leaderboards powered by PlayFab, and full multi-language support. Developed by a team of two programmers and published on Google Play.

Team size2 programmers
Minigames7
PlatformAndroid
BackendPlayFab
StatusPublished
Minigames

7 games, one shared timer

Each minigame is fully self-contained, with its own logic and difficulty curve, sharing a global timer that accelerates across all of them.

01
Do It
Follow on-screen orders using real mobile inputs — rotate, tap, zoom, shake.
02
Color Rush built solo
Identify the correct color under misleading text/background combinations.
03
Shape Hunt
Tap the correct geometric shape among increasing distractors.
04
Meteor Crash built solo
Control a spaceship and redirect meteors to collide with each other.
05
Grid Escape
Survive a 4×4 grid while dodging arrows and collecting gems dynamically.
06
Spot It
Find the odd one out in a 5×5 grid with subtle visual differences.
07
Sort It built solo
Classify items into 4 fields with dynamic modifiers — inverted input, swapped fields, color changes.
My contribution

How the work was split

Bipbop was built by a team of two programmers without a strict role split — we each picked up what needed doing. A few pieces I did build entirely on my own.

Built solo, from scratch

Color Rush

The full minigame: Stroop-effect color/text mismatch logic, input handling and difficulty scaling.

Meteor Crash

Spaceship control and meteor-redirect collision logic, built end to end.

Sort It

Classification logic with dynamic modifiers — inverted input, swapped fields, color changes.

Fully shared with my co-developer

Shop & economy

Daily shop, luck chests and the in-game currency loop.

Leaderboards

PlayFab-backed global rankings per minigame.

Settings & audio

Audio controls, FPS cap, and persisted preferences.

Remaining minigames

Do It, Shape Hunt, Grid Escape and Spot It — built together.

Google Play publishing

Store listing, build pipeline and release management.

Profile & progression

36 avatars, 36 backgrounds, and daily mission tracking.

With a two-person team it was easy to stay in sync without a formal task split — this breakdown reflects what I can honestly point to as my own vs. what we built together.

Systems

More technical detail

PlayFab integration

Player authentication, leaderboard management and profile data stored and retrieved in real time from Microsoft's backend.

Mobile input handling

Gyroscope, accelerometer, touch gestures, pinch-to-zoom and multi-tap inputs handled natively for the "Do It" minigame's varied prompts.

ScriptableObject architecture

Minigame configs, shop items, mission definitions and cosmetic data all driven by SO assets for fast tuning without code changes.

Persistent data

Currency, unlocks, settings and daily mission state saved and reliably restored across sessions.

Localization

Full English and Spanish support, switchable at runtime from the settings menu.

Modular UI

Independent flows for menu, minigame select, game over, pause, settings, profile, shop and leaderboards.

Tech stack

Built with

Engine
Unity
Language
C#
Backend
Microsoft PlayFab
Input
Unity Input System + Native Mobile APIs
Data
ScriptableObjects + PlayerPrefs
UI
Unity UI + TextMeshPro
Platform
Android (Google Play)
📦 The project repository is maintained by my co-developer, and I contributed as a collaborator. github.com/Alexr5k7/BipBop →