TapTapCars: Traffic Jam! is a 2D top-down traffic-management puzzle. The objective is simple — keep traffic flowing without a collision — but unlike typical traffic games, players control each car individually, pausing, speeding up, and boosting to thread cars through intersections and roundabouts.
Levels layer on hazards beyond the cars themselves. Weather is a factor — snow, for example, makes a car brake with a delay — and later stages introduce pedestrians that players must avoid and protect in order to clear the level. As the carousel shows, environments range from open grassland to multi-lane night roads and dual roundabouts.
I was the lead programmer and built all of the gameplay mechanics — the per-car control model, hazard and weather systems, level flow, and win/lose logic — in Unity and C#.
I also owned the full platform and monetization integration: Firebase for analytics and services, and AdMob and IronSource for monetization and mediated ads. Tunable game variables were wired to remote configuration so design could balance difficulty and economy live, without shipping a new client build, and I handled platform-specific iOS and Android deployment and store compliance.
Beyond the levels, the game shipped a deep content set I wired into gameplay — a roster of 40+ vehicles, pedestrians, trains, weather, and a full UI layer (store, win/lose screens, combos, progress bars). A small sampling:




















Source and full assets live in a private repository being brought up to current coding standards.