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Fledgling

Bouncy Baby Bird Landing

iOS 15+ · iPhone · Portrait · Zero Dependencies

In Review4th GamePure Apple Frameworks
Fledgling gameplay
Fledgling bouncing
Fledgling environment

What started as my third iOS game became my fourth - I kept adding feature after feature after feature. Four weeks in total. The goal was a bird game in the spirit of Flappy Bird: cute animal, simple mechanic, high-polish screen. Everything procedural - no sprites, no audio files in the bundle. I'm pretty happy with where the bird ended up. The animation is what I'm most proud of. The bird is also, objectively, very cute.

The Concept

Tilt your phone to guide a baby bird from the nest to the forest floor. Miss a landing - you bounce. There's no fail state.

The mechanic is the CHONK system. Eat worms and berries and your bird grows from 1.0× to 1.8× scale. The wings stay the same size. The body doesn't. Maximum effort flapping, minimal extra result. The bird is just a clumsy baby - that's the design.

"The comedy of being too chonky IS the gameplay."

The Bird

Fledgling bird animation
Fledgling bird animation
Fledgling bird animation

Gameplay

Opening Sequence

Butterflies Flocking

Bird Play

Companion

The CHONK Growth System

Collecting food grows your bird from 1.0x to 1.8x scale. But there's a catch:

  • +Bigger bird = higher bounce height
  • -Bigger bird = faster fall speed
  • =Tiny wings on round body = inherently funny
  • !Wings stay the same size while body grows

Game Feel & Juice

Hit Stop

Brief physics freeze on hard landings gives impacts a satisfying sense of weight. Duration scales with CHONK level.

Screen Shake

Trauma-based exponential decay shake system. Bigger bird = more dramatic screen shake on landing.

Gyroscope Flick

Quick phone flick triggers a wing flap boost. Maximum effort flapping = minimal extra result.

Ahoge & Blush

A stray feather wobbles on landings and reacts to mood. Disney-style soft blush cheeks respond to emotional state, with anime-style lines for comedy moments.

Tilt Controls

CoreMotion accelerometer and gyroscope map phone tilt to bird movement. Includes tap-to-calibrate for any playing position, gyroscope-based flick detection for quick wing flap gestures, and touch control fallback for accessibility.

Procedural Audio Engine

A full procedural audio system generating all game sounds in real-time - zero audio files in the bundle.

Synthesis TypeUse Case
FM SynthesisBird chirps, vocalisations
Modal SynthesisLanding impacts
Noise ShapingTransients, impacts
WaveshapingEating sounds, munch

Landing sounds change based on surface material (wood, crystal, snow). A 12-section sound gallery enables real-time parameter tuning during development.

Cosmetic System (24 Items)

Physics-responsive accessories that react to bird movement and physics.

🎩
7 Hats
🕶️
5 Glasses
👔
2 Outfits
🦋
4 Wings
6 Trails

Physics Responses

Propeller Hat: Spins faster when bird falls faster
Hero Cape: Flows behind bird, responds to movement
Jester Cap: Bells jingle on bounces via joint chain physics
Trails: Particle systems in world-space track flight path

Full Registry

Hats: Propeller Hat, Party Hat, Jester Cap, Top Hat, Wizard Hat, Pirate Hat, Royal Crown
Glasses: Pixel Shades, Nerd Glasses, Aviator Goggles, Heart Glasses, Star Glasses
Outfits: Bow Tie, Hero Cape
Wings: Fairy Wings, Jet Wings, Angel Wings, Bat Wings
Trails: Bubble Trail, Water Bubble Trail, Rainbow Trail, Confetti Trail, Stardust Trail, Fire Trail

Multi-segment accessories use joint chain physics that swing and react to movement.

Trail System

Trails render in world space during gameplay - particles stay where they're born as the bird flies away, creating a visible flight path through the level.

Common
Bubble Trail
Iridescent soap bubbles floating upward
Common
Water Bubble
Peaceful blue air bubbles that grow and pop
Uncommon
Rainbow Trail
Magical color-cycling arc particles
Uncommon
Confetti Trail
Eternal party with tumbling colorful pieces
Rare
Stardust Trail
Golden comet tail with twinkling stars
Epic
Fire Trail
Comedy: fluffy bird casually on fire with rising flames

Companion Bird

Both birds in the forest — main bird on branch, companion bird below

A dangerously cute sibling bird follows you through the forest with its own physics and personality.

  • Independent bouncing - it makes its own landing decisions
  • Natural following - trails behind with a slight delay for organic movement
  • Synchro-landing celebrations - when you both stick the landing together
  • Distinct audio - higher-pitched chirps so you can tell the two birds apart

Forest Creatures

13 procedurally generated creature types live in the forest. All react to your bird with comedy behaviours.

Caterpillar — Inchy and hungry

Caterpillar

Inchy and hungry

Hedgehog — Spiky but friendly

Hedgehog

Spiky but friendly

OwlSquirrelFrogSnailBeetleButterflyCricketFireflyLadybugSpiderBoids

Butterfly Flocking

Butterfly flock in formation using Boids algorithm

Butterflies in Fledgling use the Boids algorithm - a classic flocking model first described by Craig Reynolds in 1986. Each butterfly follows three simple rules, and from those rules alone, realistic-looking flock behaviour emerges.

Separation - Each butterfly steers away from neighbours that get too close, preventing clumping.
Alignment - Each butterfly matches the average heading of nearby flockmates, creating coordinated movement.
Cohesion - Each butterfly steers toward the average position of the group, keeping the flock together.

No butterfly is choreographed. The flock shape, direction changes, and group reactions all emerge from each individual following the same three rules independently.

Visual Systems

100% Procedural Graphics

Zero sprite assets in the bundle. Every visual is generated programmatically:

Bird character (body, head, wings, eyes, beak, ahoge feather)
All 14 creature types
Tree shapes (trunks, foliage, organic Bézier curves)
Branches (gnarled, organic shapes)
Parallax backgrounds (clouds, trees, leaves, mushrooms)
Particle effects (dust, sparkles, impact, hearts)
24 cosmetic items (hats, glasses, outfits, wings, trails)

10 Biomes

Sakura Gardens biome — pink cherry blossom forest

Sakura Gardens

Cozy Grove biome — green forest with mother bird hug

Cozy Grove

Each biome has unique color palettes, tree styles, and particle effects:

BiomeThemeParticles
Cozy GroveWarm forest greensLeaves
Sakura GardensPink cherry blossomsPetals
Sun-Baked SandsDesert terracottaSand/dust
Frosty PeaksIce blue alpineSnowflakes
Golden SavannaWarm amber grasslandsLeaves
Breezy CoastLavender coastalLeaves
Amber WoodsAutumn orangeLeaves
Mistwood JungleTeal tropicalLeaves
Moonlit MushroomBioluminescentGlowing spores
Sugar RushCandy neonSprinkles

Dynamic sky gradients across 10 time-of-day cycles with 9-layer parallax scrolling for depth.

Animation System

Every animation follows Disney's 12 Principles - squash/stretch, anticipation, follow-through, secondary action, and exaggeration. Bird proportions use Baby Schema (Kindchenschema) research for biologically wired cuteness.

19
Display Behaviors
8
Eyebrow Expressions
12
Animation Principles

Widget System

Home Screen Widget - Daily Routine

Tamagotchi-style daily routine with lazy snapshot generation.

TimeBehaviorMessage
7amYogaStretching!
8amCuriousWhat's today?
9amHappyGood morning!
10amExercisingWorking out!
11amStar JumpsJump jump!
12pmHungrySnack time?
1pmSleepyFood coma...
2pmDaydreamingThinking...
3pmBoredHmph.
4pmShadow BoxingPow pow!
5pmProudFeeling great!
6pmMischievousHehe...
7pmPreeningLooking good!
8pmFourth Wall Break👀
9pmStar JumpsZoomies!
10pm–7amSleepyZzz...
Night override: Bird always sleeps 10pm–7am
Lonely override: "Come back!" if >12h since play

Progression & Economy

Level Structure

Infinite levels - Each level is generated on the fly rather than hand-designed, so you can keep going indefinitely.
RNG: Xorshift64 - A fast, lightweight random number algorithm. Fits the zero-dependencies philosophy.
Rest stops every 5 levels - Every 5th level is a breather. Calmer, no pressure - where cosmetic and companion interactions happen.

Credit Economy

Credits are the single in-game currency. They never expire and accumulate permanently.

Earning Credits

  • • New player bonus: 1 credit (one-time)
  • • Rewarded video ad: 1 credit per watch

Opt-in only - never forced or interstitial

Spending Credits

  • • Cosmetics: 1 credit (1 day)
  • • Biome early access: 2 credits (permanent)
  • • Premium features: 3 credits (permanent)

Premium Features (Permanent)

Companion Bird

3 credits

Sibling bird with follow algorithm, proximity hearts, synchro-landing

Recording + GIF

3 credits

ReplayKit clip capture, GIF export, branded outro card

Biome Early Access (Permanent)

Biomes unlock naturally every 10 levels, or skip ahead for 2 credits each:

Cozy GroveLevel 1
Sakura GardensLevel 112c
Sun-Baked SandsLevel 212c
Frosty PeaksLevel 312c
Golden SavannaLevel 412c
Breezy CoastLevel 512c
Amber WoodsLevel 612c
Mistwood JungleLevel 712c
Moonlit MushroomLevel 812c
Sugar RushLevel 912c

Economy philosophy: No interstitial ads (cozy game, cozy monetisation). No pay-to-win. Credits never expire. Cosmetics encourage return visits with gentle renewal, not punishing gates.

Design Philosophy

No Punishment

Bouncing is the fun, not failure. You can't lose - you can only bounce until you eventually land. Aligns with the "zen" approach to casual gaming.

Comedy Through Physics

Maximum effort flapping = minimal extra result. CHONK bird with tiny wings = inherently funny. The bird is a clumsy baby, not skilled.

Visual Polish Over Complexity

Focus on animation quality and "juice". Simple mechanics, deep feel. The animation system is deliberately over-engineered for a mobile game - that's the point.

Portfolio Context

Each game tests a different mobile platform capability:

GamePlatform Capability
Shade ShiftColour perception, HSB theory
Minesweeper ZenProcedural puzzle generation
Signal ZenAudio system, programmatic synthesis
FledglingGyroscope, physics, procedural graphics, real-time audio synthesis

Tech Stack & Architecture

ComponentTechnology
EngineSpriteKit
UISpriteKit Scenes (no SwiftUI in gameplay)
Sound GallerySwiftUI
MotionCoreMotion
HapticsUIKit Haptics
RecordingReplayKit
WidgetsWidgetKit
AudioAVAudioEngine + Custom DSP
PersistenceUserDefaults
RNGXorshift64
SwiftUISpriteKitCoreMotionUIKit HapticsAVAudioEngineWidgetKitReplayKitProcedural GenerationXorshift64

Single external dependency (Google AdMob) - otherwise pure Apple frameworks.

Architecture

50+ Swift files with pure SpriteKit gameplay - no SwiftUI/UIKit mixing in-game. Fully programmatic with no storyboards or asset files. Seeded determinism ensures identical results from the same seed. Modular generators handle branches, trees, creatures, and sounds independently, with a protocol-based CreatureNode base class for all creature types.

Performance Targets

60 FPS
Frame Rate
< 150MB
Memory
Minimal
Battery Drain
Minimal
Bundle Size

In Review

Submitted to the App Store. Apple is reviewing it now. The fourth in a series of iOS games - this one about a baby bird learning to fall with dignity. Guide it to the ground. Mum's waiting.

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