Coin Pusher Sim
Game designer |GamePlay Programmer |Monetization Integration| Publishing| QA
Genre: Simulator| Arcade
Project Date: May 2025 - August 2025
Store Link: Google Play, App Store
Coin Pusher Sim is a coin pusher simulator that blends classic coin pushing with roguelike card drafting. Slot triggers become card choices that unlock abilities and change the strategy as you play.
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​Overview
Contributions:
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I designed and built the daily quest system and completion reward flow, including bonus triggers.
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I implemented slot-machine win logic where wins trigger coin-spit effects from both sides, including the visuals and reward behavior.
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I integrated Unity IAP and LevelPlay ads, wiring purchase/reward triggers into gameplay systems.
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I refactored and adapted the collectibles system from a previous project, updating scripts and behaviors to fit Coin Pusher Sim’s collection
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I handled App Store + Google Play publishing
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I performed end-to-end QA by testing features across full gameplay loops and edge cases.
​Platforms: Android/Apple/PC
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Skill focus: gameplay design and UI/UX Design
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Daily Quests & Reward Loop
I owned the daily quest system end-to-end and designed it to keep progression moving while encouraging return play and longer sessions.
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Built a rotating daily quest pipeline where new quests refresh each day, even if previous quests weren’t completed.
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Implemented multiple completion paths: players can finish quests through normal play or use coins / rewarded ads as an alternate completion option.
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Authored a wide quest set (leveling up, earning/spending coins, triggering roguelike cards, etc.) and connected quest completion to rewards like a spin wheel or claw-machine tokens (free to play) to reinforce daily check-ins.
Slot-machine win payoff
Coins burst from both sides with a custom animation effect that I implemented to make wins feel rewarding.

Collectibles & Save Logic
I refactored the collectibles system to make tracking and saving more reliable and scalable.
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Updated collectibles recording and save/load logic to ensure collection state persists correctly and stays consistent across sessions.
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Improved the data structure and update flow so new collectibles can be added without breaking existing player progress.
Monetization Integration
I implemented monetization from service setup to store-ready builds, and wired it into gameplay in a way that stays clean and maintainable.
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Set up Unity IAP in Unity services and configured products in the App Store and Google Play, including a VIP subscription flow.
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Integrated LevelPlay ads (rewarded + banner), connecting rewarded placements to gameplay actions and validating behavior in test builds.
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Ensured purchase/ad reward triggers plug cleanly into gameplay systems without duplicating logic across features.
QA & Publishing
I took responsibility for release readiness by testing the entire game end-to-end and pushing edge cases to surface bugs.
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Stress-tested full gameplay loops (coin pushing, quests, roguelike cards, collectibles, store flows, ad rewards) to reproduce issues and verify fixes.
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Managed App Store + Google Play publishing steps and validated monetization + progression behavior in platform test builds.






