Fluxy is a fast-paced 2D underwater arcade survival game where players guide a jellyfish swimming upward through hazardous deep-sea currents. Players tap the screen to swim against gravity, navigate through narrow gaps between coral reefs and marine obstacles, collect star clams (currency), and acquire shields to survive impact.

The project was commissioned to test Unity 6's brand-new 2D sprite rendering pipelines and deliver a lightweight mobile title featuring global competition rankings.


Letting players start playing immediately as a guest and converting them to a registered email account later without losing their progress (clams collected, high scores) requires robust state linking on the backend.
Crafting a 2D floaty movement feel that simulates being underwater (using physics forces) while remaining tight and responsive to sudden player taps.
Resetting and tracking player scores globally on a weekly cycle without introducing heavy maintenance overhead or manual database resets.
PlayFab-Powered Cloud Backend: Integrated the PlayFab SDK to manage user state, allowing silent authentication (Guest login) using unique device IDs, which can later be upgraded/linked with custom email registrations.
Deterministic Physics & Local Cache: Used Unity's Rigidbody2D with instant impulse velocity modifications for predictable movement. A local PlayerPrefs cache safeguards offline progression before uploading to the server upon re-establishing a connection.
Dynamic Weekly Leaderboard Scheme: Programmed an automated leaderboard identifier generator (GetWeeklyLeaderboardName()) calculating week numbers directly from UTC time, segmenting scores into weekly tournaments automatically.
Lightweight 2D Rendering: Structured vibrant underwater sprite sheets using Unity 6's optimized 2D Atlas package, completely eliminating draw call fragmentation.


Structured milestone sprints from core game loop validation to production-ready multi-platform release.
Perfecting the jellyfish control loops, underwater gravity simulation, and collision boundaries with obstacle systems.
Implementing modular screens (HomeScreenUI, ShopScreenUI, SettingScreenUI, LoginScreen) with decoupled event bindings.
Linking the client to PlayFab cloud endpoints for secure data submissions, profile upgrades, and retrieving weekly scoreboard lists.
Hooking up Google Mobile Ads (AdMob), integrating the SoundManager audio system, and final performance optimization.
Unity 6 lightweight rendering
Silent ID to Email linking
Time-segmented dynamic boards