Kodo
Kodo
Kodo

Kodo

A reflex game, two themes

Discover
Overview

Kodo reborn

Kodo 3.0 — a mobile reflex game for iOS and Android built with Corona SDK (Lua), extending the first Kodo with a full redesign and online services.

It was the first app plugged into my common leaderboard and common IAP system, backed by Node.js on AWS (Lambdas, DynamoDB).

The same engine later shipped a second theme — "find the Monster" — sharing all the code and backend, swapping only the art direction.

Videos

Demos & trailers

Devlog

Build v2.6

Gameplay captured from the Corona simulator during iteration 2.6 — timing and difficulty balancing.

Devlog

Build v2.7

The 2.7 iteration — integrating the online leaderboard and the shared IAP module.

Gallery

Screenshots

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Screenshot 1
The Game

Find the Color

Two colored dots merge into a third. Tap the matching color before the timer runs out — miss once, and it is over. Simple rules, relentless pace, built to test mental agility.

Screenshot 2
Theme Variant

Find the Monster

A darker theme recycling the Kodo engine: abstract monsters replacing the colored dots, with the same core loop and services. Released in May 2019 on both iOS (id1462688847) and Android (com.uralys.kodo.monster).

Kodo 2.0 — first concept
Prototype

Kodo 2.0 — first concept

Early concept layout — colored disks arranged in a rotating circle, one disk per action, with combo chains unlocking at the last level.

Kodo 2.5 — specials
Prototype

Kodo 2.5 — specials

Iteration on the specials system: score multipliers, circle protection, timer bombs and heal pickups — three specials picked at PrepareGround.

v2.6 — startup screen
Prototype

v2.6 — startup screen

The startup screen of build 2.6, introducing the scoring curve that shipped with the final release.

v2.6 — end screen
Prototype

v2.6 — end screen

The end-of-run summary — score breakdown, combos, specials earned and leaderboard push to the shared backend.

First gameplay loop
Devlog

First gameplay loop

October 2017 — the first playable prototype running in the Corona simulator. The colors, the particle feedback and the explosions are all already there.

Arena exploration
Devlog

Arena exploration

January 2018 — iterating on the arena background, palette and floating elements that would later define the Monster variant.

Motion tests
Devlog

Motion tests

More motion and timing experiments, refining the feel of merging dots and the pace at which new threats appear.

Behind the Game

Credits

Created with Corona SDK (Lua), Node.js, AWS DynamoDB and AWS Lambdas.

Dev Activity
Dev Activity
17 commits
20182019
+7.4K
-255
Lua

An indie game released under Uralys. Idea, coding, game design and soundtracks by me.

See also

Related Projects

Timeline

Browse the full timeline of my projects.