Ballistic: a one-touch arcade dodge game for iOS

We built Ballistic, a one-touch game for iOS: hold the screen, keep your finger moving, and dodge a ball that chases you and talks trash until it gets you. Powerups drop in that can help or backfire, and the only score is beating your own best time.

  • iOS, Android in progress
  • One-touch arcade play
  • Powerups and best-time chasing

Ballistic is a one-touch arcade game for iOS that we designed and built in-house. You hold the screen and keep your finger moving to dodge a ball that chases you and talks trash the whole time. Lift your finger, stop moving or let the ball tag you and the run ends. We drew it, built the game loop and shipped it to the App Store, with an Android version on the way.

One finger, one rule

Press and hold, and a red ball starts hunting you. Keep your finger moving across the screen and you stay alive. Lift it, freeze, or let the ball reach you and the timer stops. That's the entire game: a dark dotted grid, a ball that clearly thinks it's better than you, and a personal best sitting there asking to be beaten.

Why a loss turns straight into another go

Powerups drop mid-run and any of them might backfire, so picking one up is a gamble rather than a reward. The ball speeds up the longer you last. Most of the tuning went into keeping near misses frequent enough that surviving feels close rather than lucky, and losing by a tenth of a second stings in the right way. The ball also has plenty to say about it when it finally gets you.

Drawn, coded and submitted by us

Ballistic is a native iOS build done in-house. We wrote the real-time input and collision loop, the powerup logic, the scoring and local best time, the haptics and sound, and the taunt system behind the speech bubbles. We drew the art and the interface, gave the ball its attitude, and took the whole thing through App Store review. Android is next.

What carries over to other builds

Strip the personality out of Ballistic and what's left is continuous touch input, collision detection, a state system that changes the rules mid-session, scoring that survives a restart, haptics, audio, and the store paperwork that gets it listed. That work looks the same whether the thing on screen is a game, a field tool or a training app.

Build notes

  • Hold to play: keep your finger down and keep it moving, because the moment you lift, stop or get tagged by the ball, the run is over.
  • A ball with a personality. It taunts you on the title screen, mid-run and again when it gets you, which is most of the reason a loss turns straight into another go.
  • Powerups that can help or hurt, so grabbing one is a gamble rather than a free win.
  • Built for short runs and near misses, with a local best time to beat and no account to create.
  • Optional music, sound effects, haptics and trash talk, each one toggleable for people who want the quiet version.
  • Designed, drawn, coded and shipped to the App Store in-house, with Android on the way.