Oh no clon and Flow Free clon
As an educational project to deepen my understanding of different game engines and platforms, I recreated the core mechanics of two popular mobile puzzle games from the ground up.
1. "Oh No" - A Multiplatform Clone in Java & Android Studio
This project was a recreation of the logic puzzle game Oh No. A key technical goal was to build a multiplatform architecture from scratch.
I co-developed the core game logic and was instrumental in engineering the engine's abstraction layer. This design allowed the same Java codebase to run seamlessly on both PC and native Android, handling platform-specific input and rendering.
2. "Flow Free" - A Data-Driven Clone in Unity
For this recreation of the path-drawing puzzler Flow Free, the focus was on implementing industry-standard systems within the Unity engine.
I handled a wide range of systems. I implemented the Unity Ads SDK for in-game monetization, programmed all UI interactions, and engineered a robust save/load system using JSON serialization. A key part of the architecture was using Scriptable Objects to create a flexible, data-driven workflow for level design.
Source code: https://github.com/FenomenCoyote/GDV-Moviles
Here you can see the original games:
https://play.google.com/store/apps/details?id=com.q42.ohno
https://play.google.com/store/apps/details?id=com.bigduckgames.flow&hl=es_419&gl=US

