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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:

  • I designed and built the daily quest system and completion reward flow, including bonus triggers.

  • I implemented slot-machine win logic where wins trigger coin-spit effects from both sides, including the visuals and reward behavior.

  • I integrated Unity IAP and LevelPlay ads, wiring purchase/reward triggers into gameplay systems.

  • I refactored and adapted the collectibles system from a previous project, updating scripts and behaviors to fit Coin Pusher Sim’s collection

  • I handled App Store + Google Play publishing

  • 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.

  • Built a rotating daily quest pipeline where new quests refresh each day, even if previous quests weren’t completed.

  • Implemented multiple completion paths: players can finish quests through normal play or use coins / rewarded ads as an alternate completion option.

  • 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.

  • Updated collectibles recording and save/load logic to ensure collection state persists correctly and stays consistent across sessions.

  • 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.

  • Set up Unity IAP in Unity services and configured products in the App Store and Google Play, including a VIP subscription flow.

  • Integrated LevelPlay ads (rewarded + banner), connecting rewarded placements to gameplay actions and validating behavior in test builds.

  • 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.

  • Stress-tested full gameplay loops (coin pushing, quests, roguelike cards, collectibles, store flows, ad rewards) to reproduce issues and verify fixes.

  • Managed App Store + Google Play publishing steps and validated monetization + progression behavior in platform test builds.

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