Swipe Cop
Swipe Cop is a hypercasual mobile game where players act as a traffic officer approving or rejecting vehicles based on constantly changing rules. Built in Unity, the project focused on quick decision gameplay, randomized rule systems, and responsive swipe interactions designed for short mobile play sessions.
Problem
Decision-based hypercasual games must remain readable and responsive while introducing new rule variations. The challenge was building a flexible rule system capable of generating varied gameplay conditions without overwhelming the player.
Constraints
- Full gameplay implementation in Unity based on a predefined design concept
- Gameplay decisions had to remain clear and readable on small mobile screens
- Rule combinations needed to remain understandable while increasing difficulty
- Sessions needed to remain short to match hypercasual play patterns
Approach
Swipe Input System
Implemented a swipe-based interaction system allowing players to quickly approve or reject vehicles with intuitive gestures.
Rule Evaluation Framework
Built a flexible rule engine capable of validating vehicle conditions against daily rule sets generated during gameplay.
Randomized Rule Generation
Implemented systems that vary rule conditions and vehicle characteristics to keep gameplay unpredictable and engaging.
Progression and Difficulty Scaling
Designed gameplay progression where rules become more complex as players advance through shifts.
Implementation Highlights
Rule Evaluation System
Developed a validation framework that checks vehicle attributes against active rule conditions during each decision.
Swipe-Based Gameplay Loop
Implemented fast and responsive swipe controls allowing players to make rapid approve or reject decisions.
Randomized Rule Conditions
Built systems that generate different rule combinations to maintain replayability across sessions.
Mobile Gameplay Optimization
Optimized UI responsiveness and gameplay flow to maintain smooth performance during quick decision sequences.
Screens
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Results
Rule-Based Decisions
Gameplay Mechanic
Implemented a gameplay system where players evaluate vehicle conditions against changing rules.
Randomized Rules
Replayability
Generated varied rule combinations to keep gameplay sessions unpredictable.
Ads + In-App Purchases
Monetization
Integrated monetization systems tied to progression and optional rewards.
Next Steps
Future improvements could include additional rule types, new vehicle categories, and expanded progression systems.