Moji Mash is clone of a well known game, with the added twist of level props such as blocks and punching gloves to mix it up a little bit. I used emojis for assets and tweens for animations.
The biggest problem I had was making the speed of the emojis configurable. I could not just increase speed on its own because that would mess up the physics, so I had to modify other rigidbody values according to physics formulas. That way, everything felt the same, just faster.
This was also the first time I heard of debouncing. I implemented it for the scoring effects to avoid a spam of score effects overlapping each other when a lot of objects merged at the same time. Instead, the UI effect would get delayed by a tiny bit, and then only one text effect would spawn with the sum of all scores.
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