A touch-based arcade prototype where meteors fall toward Earth and the player taps to destroy them before impact. My first finished project, built during We Code Platform's introductory Unity/C# course.
Save Earth was built during We Code Platform's first course — not my very first project overall (I'd already been experimenting on my own before this), but the first one I actually finished and shipped. It's a simple, tap-driven arcade loop: meteors fall toward Earth, and the player taps them to destroy them before they hit.
The player starts with 4 lives; every meteor that reaches Earth costs one. Each meteor destroyed is worth 5 points, and meteors fall faster and faster as the game goes on, ramping up the difficulty over time. The main menu displays the score from your last run.


Save Earth was the project where a lot of fundamentals clicked for me. It was my first time taking a game all the way from idea to a finished, playable build — learning Unity's touch input handling, wiring up a simple lives/scoring system, and using PlayerPrefs to persist a score between sessions. Tuning the difficulty curve — how quickly meteors needed to speed up to stay challenging without feeling unfair — was my first real taste of game-feel tuning. More than any single system, this project taught me the value of actually finishing something, even a simple loop, end to end.