Build a Working Result
BLASTFALL: Made with Flow Core
See how a Unity browser game combines Flow Core gameplay orchestration, custom C# components, and shared Blackboard settings.
- Audience
- All developers
- Time
- 2 minutes
- Requires
- No setup required
- Modules
- Flow Core
On this page
BLASTFALL is a Unity browser game about charging shots, knocking down structures, revealing hidden cats, and chasing a higher score with limited ammunition. It uses Flow Core to connect player input and game events into readable gameplay sequences, alongside project-specific C# components.
Play BLASTFALL in your browser — the game page hosts the latest development build.
Where Flow Core fits
- Input and shooting. The gameplay graph connects press and release events to
BeginChargeandTryFire. ACanFireCondition guards the start of charging, while the C# component validates and launches each shot. - Round progression. Named Entries receive events such as
AmmoExhausted,SettlementReady, andRunCompleted. The graph coordinates presentation changes, requests finalization when eligible, and sequences a short celebration before allowing the player to continue to the next level. - Shared tuning. Global Blackboards hold scoring parameters and an impact-audio cooldown. Scoring settings are copied when a level loads, so edits apply on replay or the next level.
How the development workflow comes together
Reusable gameplay capabilities live in C# and are exposed to the graph through small custom Instructions and Conditions. Instructions call component operations; Conditions query whether an action is allowed. Component events feed back into named graph Entries, connecting the systems without duplicating their rules.
This gives development work a practical division: sequence and timing changes have a visible place in the graph, shared tuning has a home in Blackboards, and changes to physics, projectile behavior, or score calculations stay in focused C# components. Unity physics and Projectile Toolkit handle the underlying physics and trajectory work.
For BLASTFALL, Flow Core’s value is making the connections between these systems easier to inspect and adjust as the game evolves. The project combines visual orchestration with code; its use of Flow Core centers on event flows, custom adapters, and Blackboards.