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ZUMLA

ZUMLA is a mobile-first marble-chain shooter: aim, shoot, and clear runs of 3+ matching colors before the chain reaches the outer hole.

8/11/2026Views: 0Launches: 0

{ZUMLA}Project Report

1. The Concept

ZUMLA is a mobile-first marble-chain shooter: aim, shoot, and clear runs of 3+ matching colors before the chain reaches the outer hole.

The hook is spatial pressure. Balls spawn from a glowing center portal and spiral outward along a path toward a danger vortex. Clearing the middle of the chain opens a gap — then the rear segment rushes to catch up, so every good shot can create a second chance… or a sudden collapse.

One sentence: *chain the colors, break the middle, and race the rush before the outer hole wins.*

Built for beginners (3 colors early, clear aim trail, next-ball preview + Space swap) and experts (up to 5 colors, faster feed, denser quotas across 100 progressive levels). Progress, unlocks, and mute preference persist in localStorage.

2. The Stack

3. The 1 Day Sprint (+ polish pass)

Morning (Hours 1–3):

Afternoon (Hours 4–6):

The Finish Line (Hour 7-8):

Polish (Aug 10):

4. The Roadblocks

  1. Chain gaps that felt wrong — After a middle clear, leftover segments either sat forever or snapped incorrectly.

Needed explicit groups, gap thresholds, rush speed, and merge → re-check matches so the “rear rushes to catch up” fantasy actually played.

  1. Insert placement bugs — Finding the right path distance for a projectile hit (front / middle / back) caused overlaps or phantom gaps;

cooldown + pack/merge passes were required.

  1. Frame-rate dependent motion — Variable dt made the spiral feel rubbery on some devices. Fixed 60Hz accumulator fixed the “buttery chain” feel.
  1. Canvas performance cosmetics — Soft glow via shadowBlur looked nice but caused stutter and trails; switched to radial fills + rim strokes.
  1. Audio under impacts — Procedural BGM drowned clears until ducking + louder boom/noise layers made match feedback read clearly.
  1. Scope vs. one day — Temptation to add modes, skins, or particle extravaganzas; stayed on one composition: brand, one loop, 100 levels, ship.

5. Key Takeaways

My final thought: ZUMLA proved that in one focused day you can ship a complete, branded arcade loop — and that polish is mostly making the chain *feel* inevitable: spawn, shoot, boom, rush, or lose.