Four Swift apps — two games, a puzzle, and a utility — designed, coded, tested, and shipped by one person. Each is built for one thumb, with no accounts, no sign-ups, and nothing to buy.
A 50-level campaign across ten star systems, twelve bosses, three ships to earn, and an endless mode with a Game Center leaderboard. Drag to fly, lift to hold fire, tap to bomb.
A clean, fast Sudoku built for one-handed play, with a daily puzzle everyone shares, a five-year archive, four difficulties, and an Off-Grid mode where the boxes become jagged regions.
Klondike over a starfield that leans when you tilt the phone, with a daily deal everyone shares, three Game Center leaderboards, and every game pre-certified winnable — unless you’d rather take your chances.
Sniffs through the Promotions tab of your Gmail and turns the pile into one list: the store, the code, what it’s worth, and when it ends. Read-only, on-device, nothing leaves your phone.
The apps share one approach: native code, logic that is tested outside the simulator, and monetization that never needs to know who you are.
SwiftUI and SpriteKit, no cross-platform wrapper. Projects are generated from a YAML spec with XcodeGen so the Xcode project never drifts from the source tree.
Every app keeps its game or extraction logic in a Swift package with no UIKit dependency, so the rules run under swift test on any OS and in CI before a build ever hits a device.
No accounts, no sign-ups, no in-app purchases. Ads are non-personalized only, the advertising identifier is never requested, and progress stays on the device or in the player’s own iCloud.
Games, utilities, or a native companion for a system you already run. If you have a problem that fits in a pocket, let’s talk.