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13 Micro-Games

About

 

13 Micro-Games is a collection of quick and challenging minigames designed for Android and iOS devices. The games are fast, repeatable experiences that make use of different mobile interactions such as tapping, tilting the device, dragging and dropping, and swiping.

Project Info

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Role(s):​ Game Developer

Team Size: 1

Timeline: Oct 2018 - Nov 2018

Engine: Unity (C#)

Tags: 2D, Arcade, Collection, Mobile, Score

Updated: Mar 2026

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13 Micro-Games was developed over the course of one month during my Mobile Game Fundamentals (DAC525) module as part of my undergraduate degree in Computer Games (Indie) at Southampton Solent University.

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The project followed an introduction to mobile development where we created several tech demos while learning how to use the mobile SDK, debugging tools, and the basics of mobile game design. It also came before developing a more complete mobile title, Dungeon Crawler: Orc Edition.

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The game features a variety of minigames that make use of different smartphone mechanics, including tapping, dragging, swiping, and using the accelerometer. Each minigame is designed to be quick to play and easily repeatable, with the entire collection intended to be played in portrait mode on a smartphone.

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This project was a valuable introduction to developing games for mobile devices. It helped me understand not only the technical side of mobile development, but also how mobile hardware and player interaction can shape the design of the games themselves. While some minigames are intentionally simple, others explore more unique mechanics, such as controlling a flame by tilting the phone to burn candles around the screen.

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Although I was the sole developer on the project, the experience was still highly collaborative in practice. As my peers were working on the same assignment, we often shared ideas for potential minigames and tested each other's projects throughout development.

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As the developer, I implemented all thirteen minigames in Unity and regularly tested them using mobile developer mode to ensure they functioned correctly on a phone. I also programmed the core systems of the game, including the life mechanics that tie the individual minigames together, as well as the menus and user interface.

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Alongside the programming work, I also created the game’s art and visual style. I designed whimsical characters and environments that stayed consistent with the lighthearted tone of the project while keeping the visuals simple enough to support quick and readable gameplay.

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This project taught me a great deal about mobile development, particularly how mobile controls can influence the design of a game. Learning how to integrate mechanics such as touch input and accelerometer controls helped me think more carefully about how players physically interact with their devices.

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While the final build was stable, I would have liked to spend more time polishing some of the minigames. A few of them included layered mechanics that could have benefited from further refinement. For example, one maze-style game involved guiding a mouse along a narrow path, and with more time, I would have improved the controls so that movement felt more precise rather than relying on the collision of the walls to guide the player.

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With additional time spent polishing the experience, I believe this collection could potentially have been released on the Google Play Store for others to enjoy. That said, the real value of the project was the experience it gave me in designing and developing games specifically for mobile platforms.

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