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Cousin Jimmy

Cousin Jimmy is a hypercasual mobile shooter where players control a mob enforcer fighting waves of enemies in fast-paced combat arenas. Built in Unity, the project focused on responsive shooting mechanics, scalable enemy waves, and progression systems that reward replayability through weapon and cosmetic unlocks.

RoleUnity Developer – Full Gameplay Implementation
Timeline7 weeks
CategoryGame Systems
UnityC#Mobile Games

Problem

Hypercasual shooters must deliver satisfying combat within very short play sessions. The challenge was designing a gameplay loop that remains engaging through quick enemy encounters while maintaining smooth performance across a wide range of mobile devices.

Constraints

  • Full gameplay implementation in Unity based on a predefined design concept
  • Combat feedback needed to remain clear and readable on small mobile screens
  • Enemy waves had to scale difficulty without overwhelming the player too quickly
  • Game performance had to remain stable on lower-end mobile devices

Approach

01

Wave-Based Enemy System

Implemented a scalable enemy spawning framework where waves progressively increase in size and intensity to maintain tension during short gameplay sessions.

02

Responsive Shooting Mechanics

Designed shooting systems and hit feedback to ensure combat interactions feel immediate and satisfying on mobile touch controls.

03

Weapon and Cosmetic Unlocks

Implemented progression systems allowing players to unlock new weapons and character outfits through gameplay and upgrades.

04

Score and Leaderboard Integration

Added global score tracking to encourage replayability and competition between players.

Implementation Highlights

  • Wave Combat Framework

    Built an enemy spawning system capable of scaling wave difficulty dynamically while keeping gameplay readable and fair.

  • Combat Feedback System

    Implemented hit reactions, enemy takedowns, and animation cues that provide clear feedback during combat.

  • Progression and Unlock Systems

    Developed unlockable weapons and outfits that encourage replayability and player progression.

  • Mobile Performance Optimization

    Optimized enemy spawning, UI rendering, and gameplay loops to maintain stable performance on mobile devices.

Screens

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Results

Wave Combat

Gameplay Loop

Implemented a fast-paced combat loop built around progressively difficult enemy waves.

Weapons & Outfits

Player Progression

Added unlockable equipment that encourages repeated play sessions.

Ads + In-App Purchases

Monetization

Integrated monetization systems tied to progression and unlockable content.

Next Steps

Future improvements could include additional enemy types, new weapon mechanics, and expanded leaderboard systems to increase replayability.

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