Project 05 · Unity

Commando: Airstrike

A side-scrolling arcade shooter: one commando, one patch of ground, and wave after wave of attack helicopters. It is the first project here built for strangers rather than for a workplace, and that changed where the hard problems were. The gameplay came quickly. A leaderboard nobody can fake, ads that pay without driving players away, and a release pipeline that survives a tired developer took most of the time.

Engine
Unity 6, C#
Backend
Unity Gaming Services: Authentication, Leaderboards, Cloud Code, Cloud Save, Access Control
Ads
Google AdMob (rewarded and interstitial) with the User Messaging Platform for consent
Status
Internal testing on Google Play, closed test next
Privacy
Privacy policy
A run in progress over a city map, paused, with attack helicopters overhead. End-of-run screen showing score, wave, kills, and rewards. Map selection with locked and unlocked maps. Daily missions with progress bars and gold rewards.

What it is

Keeping the leaderboard honest

In the first version the game wrote scores to the leaderboard directly. That is how most tutorials do it, and it means anyone who can read the network traffic can post any score they like. The current version takes that permission away from the player entirely.

Ads without punishing players

Found in testing

Scope and limits

What I took from it

A client you ship is a client you do not control. Anything the game is allowed to decide for itself, someone will eventually decide for it, so the useful question for every feature was not whether it works but who is allowed to say that it happened.