Spirits Charge
Match-3 game systems & gameplay engineeringA playable match-3 game for Valiant Entertainment: match symbols to score and charge four spirit powers, reach each level's target for more moves, and keep the run going as long as you can.
- My role
- Implemented the game: the match-3 board and scoring, the four spirit powers and how they charge, level progression, locked tiles, and every game state and screen, from Click to Start through pause, game over, and score submission.
- Built with
- Flutter, Dart, Ability System, Animation
- Status
- Client work
- Artwork
- Created with a dedicated graphics artist, who made all of the game's visual artwork. My part is the implementation and systems engineering.
- 4 spirit powerseach charged by matching a different symbol
- +5 movesper level target reached; the target rises by 25
- Endless runno final level; the goal is the leaderboard
Overview
The game
Spirits Charge is a match-3 game built for Valiant Entertainment, featuring its Punk Mambo character. It's playable end to end and currently staged on itch.io.
Gameplay systems
What I built
Board & scoring
The core loop, turn by turn.
- MatchingThree or more identical symbols clear, score, and charge the matching power.
- Moves & targetsA move budget and a score target per level, tracked in the header.
- Locked tilesTiles that block the board until cleared, and only Hex Bomb can clear them.
Spirit powers
Four abilities, four charge sources.
- Spirit SwarmClears random tiles. Charged by purple skulls.
- CurseHits a full row. Charged by spell books.
- Mambo BlastClears an area. Charged by pink crystals.
- Hex BombDestroys a tile and its neighbours. Charged by green potions.
Game states
Every screen around the board.
- Start & menuClick to Start, then Play, Scores, or Exit.
- Level complete+5 moves, the next level, and its new target.
- Pause & rulesPause with Resume or Exit, and an in-game How to Play reference.
- Game over & scoresFinal score and rank, an optional name, and score submission to the leaderboard.
Playthrough
One run, screen by screen
Real screens from the staged build, in the order a player meets them. The artwork is the graphics artist's; the states, rules, and transitions between them are what I built.
Title
Click to Start
The run opens on a title screen over the dimmed board, so the game is already set up behind it when the player clicks in.
- Title: Click to Start. The run opens on a title screen over the dimmed board, so the game is already set up behind it when the player clicks in.
- Main menu: Play, Scores, or Exit. The menu is the hub between runs: start a new one, check the leaderboard, or leave.
- Gameplay: Match, score, charge. Matching three or more identical symbols scores and charges the power tied to that symbol. The header tracks the level, moves left, and score against the level's target; the four spirit powers sit below the board with their charge counters. Menu, pause, sound, and info controls stay on screen for the whole run.
- How to play: The rules, in the game. An in-game reference covers matching, what each of the four spirit powers does and which symbol charges it, how extra moves work, and locked tiles. Hex Bomb is the only power that can destroy locked tiles.
- Level complete: Hit the target, keep going. Reaching the score target completes the level: five extra moves, the next level unlocked, and a target 25 higher, shown over the board without ending the run. There's no final level. The run lasts as long as the moves do.
- Paused: Pause without losing the run. Pausing holds the run behind an overlay with two choices: resume where you left off, or exit.
- Game over: Score, rank, submit. When the moves run out, the game shows the final score and its leaderboard rank, and the player can submit it with an optional name, play again, or exit.
Title
Click to Start
The run opens on a title screen over the dimmed board, so the game is already set up behind it when the player clicks in.
Real buildTitle screenFull size ↗ 
Main menu
Play, Scores, or Exit
The menu is the hub between runs: start a new one, check the leaderboard, or leave.
Real buildMain menuFull size ↗ 
Gameplay
Match, score, charge
Matching three or more identical symbols scores and charges the power tied to that symbol. The header tracks the level, moves left, and score against the level's target; the four spirit powers sit below the board with their charge counters.
› Menu, pause, sound, and info controls stay on screen for the whole run.
Real buildGameplayFull size ↗ 
How to play
The rules, in the game
An in-game reference covers matching, what each of the four spirit powers does and which symbol charges it, how extra moves work, and locked tiles.
› Hex Bomb is the only power that can destroy locked tiles.
Real buildHow to playFull size ↗ 
Level complete
Hit the target, keep going
Reaching the score target completes the level: five extra moves, the next level unlocked, and a target 25 higher, shown over the board without ending the run.
› There's no final level. The run lasts as long as the moves do.
Real buildLevel completeFull size ↗ 
Paused
Pause without losing the run
Pausing holds the run behind an overlay with two choices: resume where you left off, or exit.
Real buildPausedFull size ↗ 
Game over
Score, rank, submit
When the moves run out, the game shows the final score and its leaderboard rank, and the player can submit it with an optional name, play again, or exit.
Real buildGame overFull size ↗ 
REAL BUILD: screens from the staged build, cropped around the game. Artwork by a dedicated graphics artist; implementation and game systems are mine.
Status
Where it stands
Stack
For technical readers
Technical detail
Build notes
Ability states & targeting
The four powers are where most of the state lives: each has its own charge, its own trigger, and its own effect on the board.