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Mobile[GAME][CLIENT WORK]
Spin & Charge
Spin mechanic, audio engine & tap-to-target ability systemA spin mechanic and audio engine tuned to feel dramatic on the hundredth play, plus a four-ability tap-to-target system with clear feedback at every state.
- My role
- Built the spin mechanic, its audio engine, and the four-ability tap-to-target system inside a client mobile game.
- Built with
- Flutter, Dart, Audio Engine, Animation, Ability System
- Status
- Client work
- 4 abilitieseach with its own visual and input feedback
- No degradationin audio across repeated plays
- 1 easing curvereplaced a piecewise curve that caused a recoil glitch
Before
The problem
The spin felt jerky and its audio broke down after the first play. Ability cards kept signalling "active" after a shared resource was spent, and nothing told the player when the game was waiting for input.
Simulation
See it run
PER-TICK AUDIO
STALE STATE
Ability 1
Ability 2
Ability 3
Ability 4
SIM: diagrams of the spin and targeting mechanics, not gameplay capture.
Step by step
How it works
- 1One continuous, volume-ramped audio cue replaced a sound fired on every spin tick, which had been exhausting the device's audio resources.
- 2A single smooth easing curve replaced a piecewise one that caused a visible recoil glitch.
- 3The tease-and-rollback animation now gates on real remaining time, so it can't snap mid-motion.
- 4Ability cards stop signalling "active" the moment a shared resource is consumed.
- 5A dedicated targeting state (pulsing grid border and on-screen prompt) shows when the game is waiting for a tap.
After
What changed
› Spin feedback holds up across repeated plays with no audio degradation.
› Animation and audio timing stayed consistent across device performance tiers.
› Four distinct player abilities shipped, each with clear visual and input feedback.
› Design decisions confirmed against review rather than assumed correct.
Stack
For technical readers
Technical detail
The problem, in detail
› A spin mechanic needed to feel dramatic and psychological, not mechanical. Early builds felt jerky, and audio broke down entirely after the first play.
› Ability card feedback had a stale-state bug: other cards kept pulsing as if still active after one consumed a shared resource, with no clear signal to the player when the game was waiting for input.
Build notes
Spin & Audio Engine
Diagnosed and rebuilt the audio and animation architecture behind a repeat-play spin mechanic.
› Diagnosed a bug where a discrete sound fired on every spin-segment tick was flooding the audio channel and exhausting native codec resources, traced through device logs. Fixed by replacing per-tick sounds with a single continuous, volume-ramped audio cue timed to the spin.
› Replaced a piecewise spin curve that had a velocity discontinuity (visible as a recoil glitch) with a single smooth easing curve.
› Rebuilt a tease and rollback animation to gate on actual remaining time instead of a fixed progress window, fixing a bug where the animation could snap mid-motion.
Targeting & Ability States
A four-ability targeting system built with explicit player feedback at every state.
› Fixed a stale-visual-state bug so ability cards stop signaling "active" the instant a shared resource is consumed.
› Built a dedicated targeting state for tap-to-target abilities, a pulsing grid border plus an explicit on-screen prompt, after noticing nothing communicated that the game was waiting for player input.
› Made deliberate sizing calls on two area-effect abilities to keep them visually distinct from each other, confirmed against design review afterward.