Inspiration

Inspired by Nintendo's Splatoon "Turf War" concept, I wanted to bring the high-energy territory control mechanics into a fast-paced, gesture-driven 2D mobile format. Most importantly, I built this game to play together with my daughter, creating custom color palettes with her to make every match feel vibrant and special.

What it does

Players draw patterns and capture board territory while defending against CPU/opponents. Features custom color palettes (including colorblind-friendly modes), smooth haptics, and reward-based progression.

How we built it

100% native iOS app built with Swift and SwiftUI, RevenueCat for subscriptions, and Google AdMob for opt-in rewarded ads.

Challenges we ran into

Balancing fast gesture input with high-frame-rate rendering, passing strict App Store guidelines, and optimizing for single-handed mobile play.

Accomplishments that we're proud of

  • From Concept to App Store: Shipping a fully polished, 60/120 FPS native iOS game 100% solo for Shipaton 2026.
  • Inclusive Design: Building custom colorblind-friendly modes (like Okabe-Ito palettes) right from the start so anyone can play.
  • Fair Business Model: Combining a smooth RevenueCat subscription for Deluxe palettes with strictly non-intrusive, opt-in AdMob rewarded ads.

What we learned

  • How to fine-tune high-frequency touch & drag gestures in SwiftUI without dropping frames.
  • Navigating the strict App Store review guidelines for In-App Purchases and Sandbox testing.
  • Designing effective, non-annoying monetization models for indie games.

What's next for ColorRush: Turf War

  • Seasonal Palettes: Monthly palette drops matching the season (e.g., Autumn in September, Halloween in October, Festive themes in December/New Year).
  • New Game Modes: Introducing single-player Time Attack, Survival Mode, and an Extreme CPU Difficulty.
  • Expanded Local Multiplayer: Expanding the current local setup to full 4-player battles on larger devices!

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