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Swipe Cop

Swipe Cop is a hypercasual mobile game where players act as a traffic officer approving or rejecting vehicles based on constantly changing rules. Built in Unity, the project focused on quick decision gameplay, randomized rule systems, and responsive swipe interactions designed for short mobile play sessions.

RoleUnity Developer – Full Gameplay Implementation
Timeline4–5 weeks
CategoryGame Systems
UnityC#Mobile Games

Problem

Decision-based hypercasual games must remain readable and responsive while introducing new rule variations. The challenge was building a flexible rule system capable of generating varied gameplay conditions without overwhelming the player.

Constraints

  • Full gameplay implementation in Unity based on a predefined design concept
  • Gameplay decisions had to remain clear and readable on small mobile screens
  • Rule combinations needed to remain understandable while increasing difficulty
  • Sessions needed to remain short to match hypercasual play patterns

Approach

01

Swipe Input System

Implemented a swipe-based interaction system allowing players to quickly approve or reject vehicles with intuitive gestures.

02

Rule Evaluation Framework

Built a flexible rule engine capable of validating vehicle conditions against daily rule sets generated during gameplay.

03

Randomized Rule Generation

Implemented systems that vary rule conditions and vehicle characteristics to keep gameplay unpredictable and engaging.

04

Progression and Difficulty Scaling

Designed gameplay progression where rules become more complex as players advance through shifts.

Implementation Highlights

  • Rule Evaluation System

    Developed a validation framework that checks vehicle attributes against active rule conditions during each decision.

  • Swipe-Based Gameplay Loop

    Implemented fast and responsive swipe controls allowing players to make rapid approve or reject decisions.

  • Randomized Rule Conditions

    Built systems that generate different rule combinations to maintain replayability across sessions.

  • Mobile Gameplay Optimization

    Optimized UI responsiveness and gameplay flow to maintain smooth performance during quick decision sequences.

Screens

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Results

Rule-Based Decisions

Gameplay Mechanic

Implemented a gameplay system where players evaluate vehicle conditions against changing rules.

Randomized Rules

Replayability

Generated varied rule combinations to keep gameplay sessions unpredictable.

Ads + In-App Purchases

Monetization

Integrated monetization systems tied to progression and optional rewards.

Next Steps

Future improvements could include additional rule types, new vehicle categories, and expanded progression systems.

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