Services03 / 08

Mobile game development

Casual, action, and 2D games for iOS and Android, precision platformers included. We find the core loop, prove it in a playable prototype, and take the finished game through store release.

Start a project

Try it

A working concept

Use it the way a visitor would. It runs in your browser on sample data, and nothing you enter leaves the page.

Concept demo, sample data

inkline.example
Inkline
Level
1/3
Time
0:00.0
Deaths
0
Nodes
0

Three short levels

Touch the teal switch line to open the gate, then reach it. Nodes are optional.

Tap or press Enter to play

Arrows or A and D run. Space, W, Up, or Z jumps; hold it to go higher. Jump against a wall to climb. P pauses, R retries the level.Hold the arrows to run. Tap Jump for a hop, hold it to go higher, and jump against a wall to climb.

Outcomes

What changes

  • You know it is fun early

    A rough prototype runs on your own phone before full production, so the core idea is tested by playing it, not by debating it.

  • Controls that feel fair

    Taps, timing, and feedback are tuned on real devices until every jump lands where players expect.

  • Both stores from one project

    iOS and Android builds come from the same source and go to review with their listings ready.

  • Updates based on play

    Analytics show where players stop or get stuck, so each update fixes a real problem.

Deliverables

What you get

  • Concept and core loop on one page
  • Playable prototype on your devices
  • Art direction, style frames, and a sprite kit
  • Levels or content for the first release
  • iOS and Android builds from one project
  • Store listings, screenshots, and review support
  • Analytics events and a simple play report
  • Source, assets, and a handover guide

Process

How it runs

  1. Concept

    We agree the audience, the core loop, and what the first version must do. One page, not a thick design document.

  2. Prototype

    A plain playable build, grey boxes and all, that we test on real phones and adjust until the loop holds up.

  3. Build

    Art, levels, sound, menus, and saving arrive in short rounds, each one a build you can install and play.

  4. Release

    We prepare the store listings, take the game through review, then use play data to plan updates.

Questions

Worth asking

Which engine will you use?

It depends on the game. Unity and Godot suit most 2D projects, and a very small game can be built natively. If you already prefer an engine, or your team knows one, we work with it. Otherwise we explain the trade-offs and recommend one.

How can the game earn money?

Through a paid download, in-app purchases, ads, or a mix. We plan this alongside the core loop so it fits the game instead of interrupting it, and we follow each store's rules on payments and ads.

Do you make the art and sound?

We set the art direction and build the sprites, interface, and effects for clean 2D styles. If the game needs a heavily illustrated look or an original score, we work with artists or composers you choose and fit their work into the game.

What happens after launch?

Players show what needs work. We read the analytics, fix bugs, and ship balance or content updates on a schedule we agree. If you have your own team, we hand over the source, assets, and build setup instead.