Inspiration
It's not so much a skill-based game as it is a mix of skill, strategy, and a little luck. We wanted a game with a lot going on on screen at once, where the random bouncing of the balls stays satisfying instead of getting repetitive - a casual arcade game you can play one-handed. Blokka pairs that with a real economy: a wager pot per match and a ball tier system where bigger isn't just better.
What it does
Blokka is a fast-paced 1v1 turn-based block battler. You and your opponent share one vertical playfield - rows of blocks spawn from the center and drift toward whoever owns them, and if one of your own rows reaches your base, you lose. Every block carries a point value: hitting an opponent's block raises its value, while hitting one of your own lowers it - so you can play offense, knocking your own values down to clear your side faster, or defense, grinding your opponent's values up to slow them down. On your turn, you fire a stack of balls from your own launch pad; they ricochet off walls and blocks, bounce off your opponent's base like any other wall, and only come home once they land back on your own pad. Ball modifiers (Bomb, Laser, Randomizer, Ball Eater, +1/-1 Ball) are seeded into the rows for tactical swings, and 12 levels escalate the block density and modifier mix.
Every match has an entry fee paid in Blokka's in-game coin currency, with the winner taking the pot. On top of that sits a 20-tier ball economy where size, count, and lifetime trade off tactically instead of just scaling up, plus 38 collectible avatars - both purchasable with in-game coins or real money.
How we built it
Built in Unity (C#) with Unity Gaming Services powering real-time matchmaking, Cloud Code for server-authoritative turn resolution and the coin economy, and Cloud Save for player state. All 52 real-money SKUs - every ball tier and avatar - are wired through RevenueCat on both iOS and Android, replacing what used to be a hand-rolled Unity IAP and custom Cloud Code pipeline.
Challenges we ran into
Keeping turn resolution fair and consistent between two real-time clients while trusting the server as the source of truth for hits, ball modifiers, and coin balances. Also migrating an already-shipped real-money IAP flow onto RevenueCat without breaking the store submissions already in flight on both platforms.
Accomplishments that we're proud of
Shipping a real-time 1v1 PvP physics game with server-authoritative resolution, a 12-level campaign, 20 ball tiers, 38 avatars, and a full monetization stack - live on both the App Store and Google Play.
What we learned
That a hackathon-timeline monetization migration is much smoother when RevenueCat can link to already-registered store products instead of requiring them to be recreated - we moved all 52 SKUs across two platforms without touching App Store Connect or Play Console product data.
What's next for Blokka
Another game loop, a secondary currency, and ranked matchmaking.
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