Color Match Drop
Puyo Puyo-style puzzle with original mechanics: falling block pairs, 4+ matching are eliminated, but 5+ evolve to higher tiers with special abilities. 5 dynamic biomes that modify mechanics, generative musical audio, 7 game modes, and Prophecy Preview.
7
Game modes
5
Dynamic biomes
5
Evolution tiers
5
Power-ups
60+
TS files
v1.0.0
Version
Key Features
Core — Color Evolution
Evolution System
4 matching blocks = elimination. 5+ blocks = evolution to higher tier with special abilities. Evolved blocks can keep evolving up to Tier 4 Golden.
Individual Gravity + Chains
Each block falls individually. After each elimination the board is re-scanned, generating natural chains with multipliers up to ×8.
Prophecy Preview
Hold to simulate the complete drop (including chains) without mutating state. Shows ghost of results and estimated points.
Generative Audio
Each color has a musical note (C4-D5). Matches sound like chords. Chains rise in octave. Each biome has an ambient pad.
Dynamic Biomes
Ocean
Reduces fall speed -20%. More time to think.
Volcano
Burns random blocks every 30s. Constant pressure.
Forest
Biases generation towards green +15%. Facilitates single-color chains.
Space + Crystal
Space inverts gravity momentarily every 45s. Crystal freezes random blocks (10% chance).
Game Modes
Classic Color
Increasing speed, biomes changing every 5 levels. Game over when reaching the top.
Evolution Race
Create a Golden block (Tier 4) as fast as possible. Speed leaderboard.
Cascade Challenge
Only the max chain of the game counts. Chain leaderboard.
Daily + Duels + Timed + Zen
Daily seed with global ranking, async duels with bets, 3 timer variants, Zen without game over (premium).
Power-ups & Progression
5 Power-ups
Color Bomb (clears a color), Evolve (upgrades tier), Gravity Flip (inverts gravity), Shuffle (rearranges), Freeze Frame (pauses falling).
Rhythm Bonus
3+ consecutive drops with chain activate ×1.3 multiplier with visual pulse. Incentivizes fast and strategic play.
Social & Monetization
Cross-App Friends
Shared list with Block Drop Play via global schema. Friend codes, search, weekly ranking.
AdMob + Premium
Banner/interstitial/rewarded. Premium $0.99/mo: no ads, ×2 coins, Zen, discounts, exclusive themes.
Tech Stack
Frontend / Mobile
React Native 0.81.5
Cross-platform iOS + Android
Expo SDK 54
Build, deploy, OTA updates
TypeScript 5.9 (strict)
60+ typed files
Zustand 5
7 modular stores
Reanimated 4
Chain animations at 60fps
Backend
Supabase (shared)
Auth, DB, Realtime, RLS
PostgreSQL
Schema colormatch, 8 tables, cm_* views, 15+ RPCs
Deterministic PRNG
Seeds for Daily + Duels
Services
Google AdMob + ATT
Ads with App Tracking Transparency
react-native-iap
Premium subscriptions
Firebase Crashlytics
Crash reporting
EAS Build + Update + Submit
Complete CI/CD
Engines
matchEngine.ts
Flood fill, evolution, abilities, chains
prophecyEngine.ts
Simulation without mutating state
biomeEngine.ts
Parameterized modifiers per biome
Libraries
Technical Challenges
App Store Rejection for ATT
Problem: Apple couldn't find the ATT dialog during review. expo-tracking-transparency was implemented correctly.
Solution: Identified that the reviewer's iPad had "Allow Apps to Request to Track" disabled globally. Formal response to Apple explaining the scenario.
→ Resolved without code changes or additional builds. Protocol documented for future apps.
Flood Fill + Evolution + Chained Abilities
Problem: Full chain: BFS → categorize (4 vs 5+) → evolve → abilities (which trigger new eliminations) → gravity → re-detect.
Solution: Chain rounds loop with separate pure functions. 300ms animated pauses between rounds for visibility.
→ 6+ round chains with ×8 multiplier. Each component individually testable.
Prophecy Engine (Immutable Simulation)
Problem: Simulate complete hard drop including the entire resulting chain without modifying actual game state.
Solution: prophecyEngine.ts clones board, runs simulation with same matchEngine functions, returns results without side effects.
→ Elegant assist mode that improves accessibility without breaking competitive gameplay.
Biomes with Real Gameplay Impact
Problem: Biomes couldn't be just cosmetic — they needed to modify mechanics without breaking balance or introducing bugs.
Solution: biomeEngine.ts with parameterized modifiers applied at specific game loop points, decoupled from the match engine.
→ Each biome requires real strategic adaptation. Multiplied replayability.
Duel Coin Sync
Problem: Coins desynchronized between frontend and DB when creating/accepting duels with bets.
Solution: DB as source of truth. Dual update: DB authoritative + duelStore updates userStore locally post-operation.
→ Coins always reflect real state without re-fetch.
Project Status
Completed
- Match engine: flood fill, evolution, abilities, chains
- 7 game modes with dynamic biomes
- Full evolution: 5 tiers with abilities
- Prophecy Engine: simulation without mutating state
- Generative audio with musical notes per color
- Backend: schema colormatch, cm_* views, RLS
- AdMob with ATT + IAP subscriptions
- Auth Google + Apple, Crashlytics, i18n ES/EN
- iOS + Android builds submitted to stores
Pending
- Final Apple App Store approval
- Android promotion to production
- Post-launch optimization based on metrics
- Potential new biomes and modes
Key Achievements
Original game mechanic: color evolution (5+ = evolve, not just eliminate) — unique in the market
Robust match engine: flood fill + evolution + abilities + chains as testable pure functions
Biomes with real gameplay: gravity, destruction, generation, inversion, crystallization
Generative audio: musical chords based on eliminated colors, octaves per chain
7 game modes from v1.0 including Evolution Race and Cascade Challenge (unique)
Multi-app infrastructure: shared Supabase with isolated schemas and global social layer
Offline-first with smart local/remote merge
~30% code reused from Block Drop Play, architecture designed for N games
App Store rejection resolved for ATT without new code — effective communication with Apple
Additional Information
Evolution Tiers
Basic
No ability
Line
Clears full row
Explosion
Clears 3×3 area
Conversion
Converts adjacent color
Golden
Clears an entire color
Board
6×14 + 4 hidden
Pieces
Pairs → Trios → Tetras
Languages
Spanish + English
Ecosystem
Shares backend with Block Drop Play
5 Biomes with Real Modifiers
Ocean
Gravity -20%
Volcano
Burns blocks every 30s
Forest
Green bias +15%
Space
Gravity inversion every 45s
Crystal
Freezes blocks 10%
Musical Audio System
Each color has an assigned note: Blue=C4, Green=E4, Red=G4, Yellow=B4, Pink=D5. Matches produce chords from the eliminated colors. Chains progressively rise in octave. Each biome has a background ambient pad that changes the sound atmosphere.