EVRION.
Floppy Baby — main project image

Mobile Game · iOS

A playful Flappy-Bird-style arcade game for iOS, built with SpriteKit: tap to send a diapered baby up on a puff, dodge the bottles, and chase a high score — with sound, physics, and a cheerful hand-built art style.

Project
Floppy Baby
Year
2025
Discipline
iOS · Game
Stack
SpriteKit · Swift

Context

Floppy Baby is a small, self-contained arcade game — the studio's take on the endlessly tappable Flappy-Bird formula, given an original, silly identity: a diapered baby that rises on each tap and drifts back down under gravity.

It's a deliberate change of pace from data-heavy product work — a reminder that game feel, timing, and juice are their own kind of engineering.

Challenge

Arcade games are unforgiving about feel. The jump impulse, gravity, obstacle spacing, and collision generosity all have to be tuned until the game is hard but fair — the difference between 'one more go' and a delete.

It also had to run smoothly frame-to-frame, handle its own game states cleanly, and remember your best score between sessions.

Approach

The game is built on SpriteKit with a physics body for the baby and precise contact bit-masks for the bottles, the ground, and the score gates. A small state machine moves between waiting, playing, and game-over, with the baby held still until the first tap.

Clouds drift in procedurally, a sound effect fires on each flap, and the high score is persisted with UserDefaults so there's always a number to beat.

Outcome

The result is a complete, tappable little game with a start prompt, live scoring, a best-score chase, and a bright, wholly original art style — self-contained and ready to run on an iPhone.

It's proof that the same craft we bring to platforms scales down to something whose only job is to be fun.

Technical Detail

Built for iOS with SpriteKit and Swift: an SKScene drives the physics simulation and game loop, category bit-masks handle collision and scoring, and a dedicated audio helper plays the flap sound.

Game state, obstacle spawning, and the parallax cloud layer are all managed in the scene, with the high score saved to UserDefaults.

// Gallery

Tap to send the baby up — dodge the bottles, chase the high score
Tap to send the baby up — dodge the bottles, chase the high score

// Next step

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