Turbo Quiz features adaptive difficulty, keeping the player from getting too many right or wrong answers in a row. That worked well with the progress system for unlocking and choosing different question categories.
Correct answers on certain questions awarded powerups, which the player could save and use later to help them progress.
At the time this was being made, persistent data was very limited. Combined with the large number of questions, that made it complicated to avoid repeated questions between sessions.
To solve this, I grouped questions by type, such as category and difficulty, and stored the last position for every group combination. For random question indices, I used the date as the seed so each day generated the same shuffled order. From there, the game could continue generating questions after the saved count.
This gave us looping questions that reshuffled each day while reducing how often players saw duplicates.
Customization
These screenshots show different customization configs and skins.
Gallery