I just pushed a major update for my Unity endless flapper. While the gameplay video highlights a new aesthetic swap, the real engineering work happened entirely under the hood.

What's New (Visuals):

  • Designed a custom cyberpunk-themed player sprite and thruster animations from scratch using Aseprite.

What's New (Backend Architecture):

  • Ripped out the old boolean control logic and implemented a proper C# State Machine architecture for cleaner scaling.
  • Refactored object assignments in the main pipeline. I stripped out expensive runtime search functions and replaced them with direct serialized Inspector references to eliminate CPU spikes on load.
  • Optimized the procedural pipe-spawning object pool to ensure a seamless physics loop without runtime instantiation.

Download

Download
FlapPunk(Devlog).apk 50 MB

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