A shoot 'em up for Mac and iPhone, built solo over two years with no game engine. Every ship, boss and explosion is drawn live with Core Graphics calls, one frame at a time, at 60fps - no sprites, no textures. 100 levels, 7 multi-phase bosses, and a Nemesis that studies how you fight and returns built to beat you. One purchase, 99c. No ads, no in-app purchases, no tracking, no accounts. Your saves sync through your own iCloud and never touch a server of mine.
I'm David, and I built VYRON on my own over the last two years.
The thing I'd point at first is the bosses. They watch how you fight - which side you drift to, when you hold fire, which weapon you lean on - and the later ones come back with counters to it. The Nemesis isn't a boss with a bigger health bar; it's an enemy built to beat the way you play.
The other thing worth saying: there's no game engine under it. No Unity, no sprites, no textures. Every ship, every boss, every explosion is drawn live with Core Graphics calls, one frame at a time, at 60fps. I nearly abandoned that approach twice, and I wrote up honestly where it nearly fell over:
https://davidforeman101.github.i...
Happy to answer anything - the rendering pipeline, the boss AI, or what it's like shipping a solo game to two platforms from one codebase. I'll be here all day.