James Liu← All work

Independent mobile arcade game

CoffeeTime

A retro delivery game that combines touch interactions and device tilt with the pace of a classic arcade chase.

Top-down mobile gameplay from CoffeeTime
Focus

Mobile input & arcade gameplay

Tools & methods

Unity · C# · Input System · Gyroscope

Project

Independent mobile arcade game

Deliver coffee, score points, avoid the bosses.

CoffeeTime reframes a retro maze-game structure around an office. The player collects and delivers coffee to coworkers while evading bosses who can end the run.

The compact premise keeps the rules immediately readable while leaving room for score routing, risk management, and input mechanics designed specifically for mobile play.

Portrait mobile gameplay from CoffeeTime with score, health, and office maze
The office maze, delivery targets, score, and remaining health share one compact screen.
CoffeeTime game-over screen after the player is fired
Failure resolves quickly and clearly into a restartable arcade loop.

One interaction path supports both desktop testing and mobile play.

Unity's input system identifies the active pointer, converts screen coordinates into world space, and performs a 2D overlap check. Tapping an enemy while carrying coffee consumes the item and briefly stalls the threat.

  • Pointer abstraction keeps mouse-based iteration available
  • World-space overlap makes tap targets part of gameplay logic
  • Coffee doubles as an objective and a limited defensive resource

Physical device tilt becomes an arcade control surface.

Gyroscope, attitude, and gravity sensors feed a calibrated movement vector. The system maps real-world device rotation into responsive movement and applies axis-specific scaling so the feel can be tuned without changing the core controller.

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