Yevhenii Kolesnyk

DevOps Engineer

System Engineer

Computer engineer

Software developer

Web developer

Yevhenii Kolesnyk

DevOps Engineer

System Engineer

Computer engineer

Software developer

Web developer

Blog Post

Building Blinkbound — Fast Endless Platformer for iOS

June 7, 2026 Development, Games, Mobile Apps

Blinkbound is a fast endless platformer I developed for iOS, built around short mobile sessions, precise timing, quick restarts, and satisfying movement.

The player controls a glowing runner across shifting sky lanes, jumping over gaps, blinking through danger, collecting crystals, and using slam attacks to crush hazards before the run falls apart. The rules are simple, but the timing and decision-making create the challenge: jump early, blink late, keep the combo alive, and decide when to take a risk for a better route.

The goal of this project was to build a compact mobile game that feels immediately understandable, but still gives players long-term reasons to return through upgrades, quests, achievements, visual themes, and progression systems.

Project Details

Role: Owner / Game Developer
Platform: iOS / iPadOS
Game Type: Endless Platformer
Technologies: SwiftUI, custom game loop, procedural generation, local persistence, notifications, AdMob
Focus: Movement design, procedural runs, progression, mobile UX, replayability
App Store: https://apps.apple.com/en/app/blinkbound/id6766067990

What I Developed

I designed and developed Blinkbound as a complete mobile game, including the gameplay loop, visual presentation, player controls, progression systems, sound feedback, notifications, and App Store-ready build configuration.

The game is built around a simple but expressive action set: jump, double jump, blink dash, and slam. Each action has a clear purpose. Jumping handles platform gaps, blinking gives the player a fast recovery and routing tool, and slamming turns dangerous moments into opportunities by crushing hazard packs.

The main gameplay loop is designed for short sessions. A run can start quickly, end quickly, and immediately invite the player to try again. This makes the game suitable for mobile play while still supporting mastery through timing, rhythm, and route planning.

Gameplay Design

Blinkbound is not only about distance. The game encourages players to think about flow.

During a run, the player needs to read the lane, react to gaps, collect crystals, avoid hazards, and choose when to use blink or slam. A safe route may keep the run alive, but a riskier route can preserve momentum, collect more crystals, and build a stronger combo.

This balance between safety and risk is the core of the game. One mistimed jump can end the run, but one perfect blink can save it.

Technical Implementation

Blinkbound was implemented as a native SwiftUI game with a custom game engine responsible for gameplay state, world generation, player physics, scoring, upgrades, achievements, hearts, and rendering.

The project includes several important technical systems:

  • Native iOS interface built with SwiftUI
  • Custom real-time game loop
  • Procedural generation of platforms, gaps, crystals, hazards, and heart pickups
  • Player movement with jump, double jump, blink dash, and slam actions
  • Combo and score tracking
  • Upgrade system for Blink Core, Shield Reactor, and Shard Magnet
  • Quest system for long-term crystal rewards
  • Achievement system for distance, crystals, combos, blinks, and slam mastery
  • Multiple visual map themes
  • Buttons, tap zones, and swipe gesture control modes
  • Heart-based run system with timed recovery
  • Optional local notifications when a new heart is ready
  • Rewarded ad integration for extra hearts
  • Local sound effects generated for gameplay events
  • Persistent progress storage

One of the main engineering challenges was keeping the game responsive while managing procedural content, collision checks, scoring, pickups, hazards, and visual rendering inside a smooth mobile loop. The game needs to feel fast and readable, even when the player is making quick decisions.

Progression Systems

I added multiple progression layers to make the game more than a simple endless runner.

Crystals collected during runs can be used for upgrades. The Blink Core improves blink movement, the Shield Reactor adds more forgiveness during difficult moments, and the Shard Magnet helps collect crystals from wider routes.

The quest system gives players medium-term objectives, while achievements reward mastery across different play styles: distance, crystal collection, blink usage, combos, and slam attacks.

This creates a structure where every run can contribute to long-term progress, even when the player does not beat their best distance.

Controls and Accessibility

Blinkbound supports multiple control styles so players can choose the input method that feels best:

  • On-screen buttons
  • Tap zones
  • Swipe gestures

This was important because fast platformers depend heavily on input comfort. Some players prefer visible buttons, while others prefer a cleaner screen with gesture-based controls.

Visual Themes

The game includes multiple visual map styles, such as Sky Day, Neon Night, Spring Bloom, Summer Glow, Autumn Ember, and Winter Frost.

These themes help the game feel more varied over time and give players a way to personalize the visual atmosphere without changing the core mechanics.

Hearts, Notifications, and Mobile Retention

Blinkbound uses a heart system to structure play sessions. Hearts recover over time, and the app can optionally notify the player when a new heart is ready.

The game also supports rewarded ads as an optional way to receive an extra heart. This was implemented carefully so the core gameplay remains playable while still supporting mobile monetization.

Sound and Feedback

I implemented lightweight sound feedback for key game events such as button taps, run start, jump, blink, slam, pickups, hearts, shields, and game over.

The purpose of the sound system is not only to make the game feel more alive, but also to support player rhythm. In a timing-based platformer, small feedback details help the player understand actions and improve their flow.

Result

Blinkbound became a complete iOS mobile game with a focused arcade loop, procedural gameplay, progression systems, customizable controls, visual themes, notifications, rewarded ads, local persistence, and App Store-ready deployment.

This project reflects my experience in mobile game development, SwiftUI, gameplay systems, procedural generation, mobile UX, monetization, progression design, and building complete products from idea to release.

View on App Store: https://apps.apple.com/en/app/blinkbound/id6766067990

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