I developed a full matcha–brewing progression system featuring 25 unique matcha drinks, each with its own animations, particle effects, and point values. I built a skill–based mini-game where players must time their inputs to “drink” the matcha correctly—better performance rewards them with a Quarter Zip item, which they can sell for in-game currency. I also created a hidden gameplay layer that includes five secret collectibles around the map, which unlock a special secret matcha when all are found.
All systems work together to give players a sense of progression: mastering the drinking mini-game grants higher quality rewards, while exploration unlocks hidden content and rare matchas. The global leaderboard system motivates long-term engagement, and the VIP gamepass adds an additional monetization layer. Everything was built with modular, expandable scripting so new matchas, items, or secrets can be added with minimal setup.
Each aura includes unique particle simulations, color palettes matching rarity, and stylized animation timing. Optimized for low-end device performance while remaining visually impactful.
Built a complete gameplay loop including pickaxe throwing, traversal, shops, smelting, crafting, and inventory systems.
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