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 progressOne-touch arcade playPowerups and best-time chasing
Ballistic mobile game screens showing the game-over best time, the title screen and live gameplay dodging the ball.

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.

What it is

Ballistic is a one-touch dodge game. You press and hold, a ball comes after you, and you survive as long as you can by keeping your finger moving across the screen. Let go, freeze, or let it catch you and the timer stops. The whole thing runs on a dark dotted grid with a red ball that clearly thinks it is better than you.

How it plays

Every run is a race against your own best time. The ball hunts you, powerups drop in that can help or backfire, and it gets harder the longer you last. Near misses are the point: the game is tuned so that surviving feels close, and beating your best by a tenth of a second is enough to make you go again.

How we built it

It is a native iOS build done in-house: the real-time input and collision loop, the powerup logic, the scoring and local best time, the haptics, the sound and the taunt system that fires 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.

Can Rangefront build something like this for me?

Yes. Ballistic is a native mobile game with a custom real-time loop: continuous touch input, collision detection, a powerup system, scoring and persistent best times, haptics and audio, and the build and release work to get it listed. The same stack covers consumer apps and internal tools, on iOS now and Android next.

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.