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Red Button — Count & Compete

A one-button mobile game built around risk, luck, and global competition—solo-developed in Unity and sustained by an active player base.

2025
UnityC#PlayFabAdMobAndroid
One button. One more press?

A complete game built around a single decision.

Red Button is a mobile arcade game where every tap increases both the score and the chance that the counter resets. The interaction is immediate; the tension comes from deciding how long to keep pushing before luck takes the run away.

Red Button main game screen showing the button, high score, clicks, and resets
1K+downloads
100+monthly players
2 yearsof continued activity

Turning one tap into a game loop

The rules fit in one sentence, which made every detail around that rule matter. A press increments the counter. At the same time, the probability of losing the current run rises by one percentage point. A safe early tap gradually becomes a decision about risk, personal bests, and position on the leaderboard.

01

Press

The button responds instantly and advances the run.

02

Risk

Every point makes the next press more dangerous.

03

Compete

A high score becomes a place in the global ranking.

A small game with a real online layer

I built the full product solo in Unity and C#, from the interaction and visual feedback to the account, progression, and release systems. PlayFab gives each installation a persistent player identity and keeps high scores, total clicks, resets, display names, achievement progress, and the worldwide leaderboard synchronized.

The online layer is designed to stay out of the way. Device-based login gets the player into the game quickly, server-side statistics preserve progress, and cloud scripts handle synchronization of the values that matter competitively.

LIVE RANKING

Global competition

A PlayFab leaderboard publishes the best runs and shows the player where their score sits against the community.

PROGRESSION

Achievements

Data-driven goals track clicks, resets, scores, and risk milestones, with persistent progress and unlock notifications.

TELEMETRY

Persistent statistics

High score, lifetime presses, and total resets survive sessions and make every short run contribute to a longer history.

RELEASE

Mobile production

Android builds, responsive touch input, audio controls, ad integration, versioning, and store delivery form the release pipeline around the game.

Designing for replayability

There is no tutorial-heavy onboarding or complex economy hiding the central idea. The hierarchy keeps the button dominant, the current score readable, and the supporting statistics secondary. The ranking, achievements, confetti, sound, and subtle motion create reasons to return without adding friction to a session that may last only seconds.

That focus helped the game pass 1,000 downloads and retain more than 100 monthly players, with activity continuing across two years. For a deliberately minimal, independently released game, the lasting player base is the most meaningful result.

My role

Solo Developer · Game Design, Engineering & Release

  • Designed the risk curve, scoring loop, feedback, progression, and mobile interface.
  • Programmed the game in Unity and C#, including touch interaction, animation, audio, statistics, and achievements.
  • Built the PlayFab identity, cloud synchronization, player data, and global leaderboard systems.
  • Integrated ads, prepared Android releases, and maintained the live Google Play build.

Stack

  • Unity 6, C#, UGUI, URP, Shader Graph, and Android
  • PlayFab authentication, player statistics, user data, leaderboards, title data, and cloud scripts
  • Google Mobile Ads, responsive touch controls, persistent audio settings, and store release tooling

Play

Download Red Button on Google Play