Games template
Flitwing One-Tap Flying Game App
An Expo / React Native one-tap flyer: flap a round bird through the gaps between wooden posts over a morning meadow, take golden seeds, win medals, buy birds, finish missions and climb a weekly board. Plays on sample data.
- 10 screens
- iOS & Android
- Sample data
- Updated Oct 29, 2026
- Verified release
- 1 copy made
Free to copy · Full source · No credit card
Screens
6 screens from the working app.
What’s inside
- Playable in the first second: the game is the home screen and the first tap flaps and starts the round
- A pure, tested engine in bird heights: a seeded course, a sawtooth ramp from a forgiving start, a fairness autopilot
- Every picture drawn in code with react-native-svg: a morning meadow in three parallax layers, walnut posts, eight birds
- Game feel: wing poses and tilt, hit-stop, shake, a white flash, feathers and score pops, calm under reduce motion
- Three missions from real runs, a 7-day daily reward as posts rising from the meadow, and eight birds bought with coins
- Leaderboard: a podium of rival birds, your ten best runs, and a weekly Supabase board that refuses impossible scores
About this template
Overview
Flitwing is a one-tap flying game built on Expo SDK 57 and React Native with the FluxNative kernel. The first screen is the game: a bright morning sky over a meadow, the bird bobbing beside its wordmark, your best and its medal, and a pulsing Tap to fly. Each tap sets the bird's upward speed; posts slide in with a gap to fly through, every post passed is a point and a golden seed is three. A crash freezes for a beat, shakes the world and drops the bird, then one panel shows the score, the best, the medal and the coins, with Play again starting the next round at once.
With .env blank the game runs in sample mode: a player two weeks in with a best of 47 (silver), 1,240 coins, three birds, ten recent runs, missions half done and day 4 of the daily reward waiting. Everything the player does is kept on the device. Setting the Supabase values turns on the weekly board; setting the RevenueCat keys sells Plus.
Key features
The game: ready, flying, paused and over on one full-bleed screen, with the score top left over the best, the coin pill and a round pause button top right, and a raised dock of drawn icons to Shop, Missions, Scores and Settings
Rules in a pure engine (engine.ts), unit-tested: a tap sets the upward speed, the first post arrives 2.4 s after the first tap, the gap narrows every 10 posts with three easy posts after each step
Shop: eight birds that differ by build, face, tail, beak and one prop (a tuft, goggles, a scarf, a leaf cap, a bobble hat, a flame crest, a star trail), each on a twig on a tile in its colour, locked ones as silhouettes behind a padlock, the one on show big on a branch
Missions: three at a time from real runs (pass 20 posts in one run, take 8 golden seeds, fly for 3 minutes…), a coin reward each, harder each time round the ladder
Daily reward: a 7-day ladder by the phone's date, drawn as posts rising from the meadow with the bird perched on today's
Leaderboard: a podium of the week's three best birds on posts, the flock of rival birds to beat, your ten best runs and a chart of the last ten; with Supabase a weekly board of every player
How to play: three steps drawn with the game's own sprites, and the four medals
Settings: sound effects, vibration, reduce motion, How to play, Plus, About, Terms of use, Privacy policy and Delete my data
Screens
10 screens: the game (ready, flying, paused, over), Shop, Missions, Leaderboard, How to play, Flitwing Plus, Settings, About, Terms of use and Privacy policy. One stack with no tab bar. Every pushed screen lives in the game's world: its sky is the page and the meadow runs along its foot, titles are drawn in the wordmark's outlined type, and each screen is staged its own way (a bird on a branch in the shop, a podium of posts on the leaderboard, a flock on Plus). Only what you tap is raised: chunky buttons with a lip that sinks, over flat framed boards and wooden plaques. The day look holds in light and dark, as most casual games do.
Game and backend
One requestAnimationFrame loop while flying, a pure step(game, dt) with dt clamped to 0.05 s, seeded randomness, taps through PanResponder at touch-down (touch, mouse and the preview's taps)
The game folder reads app data through one hook (useGameProgress), so it lifts into another app
Weekly board on Supabase: nobody reads the tables (row-level security, a player sees only their own runs); the board comes from one function with names, bests, places and the sample rivals marked, never an id; anonymous sign-in, names made on the server from the player's id
The server times every run: start_run at the first tap, then submit_score takes each run once and refuses a score the run's time cannot hold or a run longer than the time since it started; the rule is held to the engine by tests
A run that ends offline is kept and sent later, and the board says when the last run did not go up; eight sample rivals, marked as samples, fill the first week
Delete my data clears the device and takes the player's runs off the board, waiting for the network when it must; Plus stays with the store account
Monetisation
Flitwing Plus is one non-consumable in-app purchase sold through the App Store and Google Play with RevenueCat (react-native-purchases): every bird, including Midnight that only Plus has, and double coins on every run. Access comes from the plus entitlement only, with Restore purchase on the Plus screen. Without RevenueCat keys the Plus screen shows the intended price marked as a sample, says purchases open in the App Store version, and never grants access. No ads, no loot boxes, nothing that pays out.
Setup
Connect Supabase, apply the migration and allow anonymous sign-ins for the weekly board
Connect RevenueCat with a flitwing_plus product and a plus entitlement to sell Plus
Rename the game, then reskin the sky, the posts and the birds in palette.ts and art.tsx
Set NEW_DEVICE_SAVE to empty and replace the sample Terms of use and Privacy policy before you ship
What you get
- Full source — Expo and React Native in TypeScript, as an app in your workspace.
- Live preview — try every change in your browser or on your phone.
- Verified release — it compiles and every screen opens without errors.
- AI assistant — change anything by chat; each change uses credits.
- Builds and store upload — iOS and Android builds, sent to the App Store and Google Play from Publish.
- No credits to copy — the copy itself costs none.
Made with an earlier version of FluxNative. Your copy works as it is; ask the agent to update it for app languages, currencies and About links.
What you need
- A FluxNative account — the Free plan holds up to 2 apps.
- No backend to start — it runs on sample data until you connect yours.
- Creator or higher — for native builds and store upload.
- Store accounts — Apple Developer Program (US$99 a year) and Google Play (US$25 once), to publish.
What’s in the source
- screens
- 10
- files in your copy
- 323
- lines written for this app
- 6,391
- ready-made UI components
- 139
App text in English and Vietnamese
Tech stack
- Expo SDK
- 57.0.22
- React Native
- 0.86.3
- React
- 19.2.8
- TypeScript
- 6.0.3
- Expo Router
- 57.0.21
- Supabase JS
- 2.112.3
- RevenueCat
- 10.9.1
From this release’s package.json.
Design system
- Headings
- Outfit
- Body
- System font
- Light mode only
- Liquid glass
- Capsule buttons
- Raised cards
Set up after you fork
Your copy opens with the AI assistant that built it. Do the steps in order: connect what a step asks for under Server, then send each prompt.
Connect Supabase for the weekly board
Server › Backend › Supabase. Apply supabase/migrations/20261027120000_weekly_board.sql, allow anonymous sign-ins in the Supabase dashboard, and write the project URL and anon key to .env. The leaderboard then opens on This week.
Prompt for the AIConnect this game to my Supabase project from Server › Backend › Supabase. Write EXPO_PUBLIC_SUPABASE_URL and EXPO_PUBLIC_SUPABASE_ANON_KEY to .env and apply supabase/migrations/20261027120000_weekly_board.sql. Remind me to turn on Authentication › Sign In / Providers › Allow anonymous sign-ins in the Supabase dashboard, because each device signs in anonymously when its first run starts. Then check that the Leaderboard opens on This week with the eight sample rivals marked as samples, and that a finished run appears there under the device's board name. Before launch, delete the sample rivals (delete from public.scores where sample).
Sell Flitwing Plus
Server › Monetization: a non-consumable flitwing_plus in App Store Connect and Google Play, the RevenueCat entitlement plus and the offering default with a Lifetime package, then the public SDK keys in .env.
Prompt for the AISet up Flitwing Plus through RevenueCat from Server › Monetization. Create a non-consumable in-app purchase with the product ID flitwing_plus in App Store Connect and a one-time product flitwing_plus in Google Play, an entitlement named plus that holds them, and the current offering default with a Lifetime package of it. Write EXPO_PUBLIC_REVENUECAT_IOS_KEY and EXPO_PUBLIC_REVENUECAT_ANDROID_KEY to .env, and set PLAN_PREVIEW in src/services/iap/index.ts to the price I choose. Tell me how to test a sandbox purchase and Restore purchase on a device build.
Rename and reskin the game
The wordmark draws GAME_TITLE in src/features/game/GameScreen.tsx; the sky, posts, seeds and birds are named once in palette.ts and drawn in art.tsx; the birds' names and coin prices are SKINS in src/services/progress.
Prompt for the AIReskin Flitwing as my game. Ask me for the game's name and its hero (a bird, a helicopter, a fish…). Set GAME_TITLE in src/features/game/GameScreen.tsx and the app name in app.json, change the scene's colours in src/features/game/palette.ts, redraw the hero in BirdBody in src/features/game/art.tsx, and rename the eight looks in SKINS (src/services/progress/index.ts) keeping their ids. Show me the ready screen, a round and the shop in light and dark after the change.
Get ready to ship
Set NEW_DEVICE_SAVE to "empty" in src/services/progress/index.ts so new players start at zero, and use your own Terms of use and Privacy policy (in-app pages or their URLs in .env).
Prompt for the AIPrepare Flitwing for release. Set NEW_DEVICE_SAVE to "empty" in src/services/progress/index.ts. Ask me for my studio's name and contact email, then rewrite src/features/legal/TermsScreen.tsx and src/features/legal/PrivacyScreen.tsx for my studio, keeping what the game really does: progress on the device, the weekly board's anonymous sign-in id and runs, purchases through the stores and RevenueCat, and the IP address those servers see. Change the bundle ID and package name in app.json to mine.
How to use this template
- Use the template to get an editable copy, with its source, in your workspace (Templates).
- Ask the AI assistant for the changes you want, in plain words (Work with the assistant).
- Try each change in the live preview, or on your phone (Preview).
- On Creator or higher, build it for iOS and Android and send it to the stores (Publishing overview).
Licence and support
Licence
You own the app made for you; the template’s code stays InspireUI’s and is licensed for use in your apps (Terms › Our intellectual property).
Help
- Guides to templates, the assistant and publishing.
- Contact support from Help; replies usually within 1–2 business days.
- In your copy, ask the AI assistant about any screen or file.
Made by FluxNative
Support policyQuestions
Is it free?
Copying a free template costs nothing, not even credits; a Premium one is a one-time purchase per website. Chat changes and builds use credits.
What do I own?
You own the app made for you. The template’s code stays InspireUI’s and is licensed for use in your apps (Terms › Our intellectual property).
Do I need to know code?
No. Ask the assistant for changes in plain words; the full source is there when you want it.
Does it come with a backend?
No. A full app names the backend it needs and you connect your own under Server; a design runs on sample data.
Can I change the design?
Yes. The Design tab sets the brand colour, colours, fonts and corners at no credit cost; the assistant changes the rest.
Which plan do I need to publish?
Creator or higher builds and uploads to the stores, with your own Apple and Google accounts. A Premium template’s app builds on any plan once its website is connected.
Can I download the source?
Yes, with Download source or Push to GitHub, once your workspace has bought a plan, credits or a paid template. A Premium template’s app also needs its website connected.
What if it was made with an earlier FluxNative?
Your copy works as it is. Ask the assistant to update it for newer features such as app languages and currencies; it is the last setup step.
Ready to make it yours?
Start from Flitwing One-Tap Flying Game App and change anything by chat. Your copy comes with the full source.
Free to copy. No credit card required.