Marlbeous was made as a Zuma clone. It has levels, an endless mode, powerups, and a lot of configurable variables such as chain properties, powerup spawn probabilities, thresholds, and similar tuning values.
I had an artist working with me on this to draw all the sprites: backgrounds, ball shooters, finish line, and tracks.
I was in charge of UI, animations, particles, and various other visual effects (along with the programming and development).
The levels were not designed by me. I took those from a template that we had but did not end up using because it was way too outdated. I extracted spline data from those levels and ported them over to our project, along with the sequence of balls.
For the powerups we added the basic ones - explosion, joker ball that can be any color, time freeze, reverse.
Customization
This project is a great example of how much difference the customization system could make to a game.
Gallery