Game / 2025
Tinku
Help a little robot find his way home across floating space ruins. A calm tap-to-move puzzle game with 100 levels.
- Role
- Solo project. Game designer and developer (I directed the code with AI coding tools)
- When
- Dec 2025
- Built in
- 1 month
- Tools
- Unity 6, C#, URP, Fredoka font, Claude Code, Codex

- 100levels
01The goal
A calm puzzle game where players feel clever, with a small "aha" when the switches click together. For that to last across 100 levels, every switch had to mean one thing and every level had to be solvable.
02Tap a tile, Tinku walks
I started from a puzzle structure: navigate, discover, solve, complete. You walk the island, find out what each switch does, work out the path and reach the exit. You tap a tile and Tinku walks there by himself.
03Grey blocks first
The first prototype was grey blocks in Unity: a yellow character, red and green switches, a crane and stairs. It tested one thing: does pressing a switch to open a path feel like a puzzle, and not just a door? The idea held up; everything around it was rebuilt.
04A solver that plays every level
Levels 1 to 20 are hand-made, and each brings in one new idea. Levels 21 to 100 mix those ideas on bigger islands, and a generator makes them, so I needed proof that every one of them works.
- The game and a solver share one puzzle rules engine. The solver plays every level and proves it can be finished with all three star shards.
- The generator strips out anything the route doesn't use, and the solver checks each result.
- Each level is a small text map plus pieces, and the island is built from that data.
- Walking moves
- Switch, crane, lift and pad actions
Tuning in the Inspector
One step every 0.24 s keeps Tinku snappy but easy to follow, and a high bloom threshold means only the exit, the shards and the lights glow.
Art direction
Soft matte clay in cream, orange, mint and lavender: rounded shapes and no shine. The logo, icon, poster and UI kit (the buttons and HUD in these shots) were made with an AI image tool.
05What playtests changed
Playtest
- Who
- Classmates and friends
The biggest problem was that the levels felt the same. Classmates and friends played it and told me:
- The switches acted alike, so I gave each switch colour one job.
- The teleport bounced Tinku back, so pads now keep you on the far side, and you tap the pad to return.
- In level 9 a flying rock hid a star shard, so every shard is now visible.
- The levels were too easy, so I rebuilt them as harder island puzzles.
06100 levels, all proven
Tinku now has 100 levels, and the solver has proven every one of them.
What I learned
- Each mechanic should do one clear thing, or players can't learn the rules.
- Too many hints take away the fun. Players enjoy finding the answer themselves.
- Playtesting shows problems you can't see yourself, like levels that all feel the same.
- A solver and a level generator let me make 100 levels and trust that they all work.
Next
Release it on Android.