Building Games That Actually Get Played

We started Jralventox in 2021 because we were tired of seeing mobile games that felt soulless. You know the type – beautiful graphics but zero personality, or clever mechanics wrapped in confusing interfaces.

Our small studio in Oviedo focuses on arcade experiences that people can pick up during a coffee break and actually enjoy. No dark patterns, no aggressive monetization. Just games that respect your time.

Game development workspace showing creative process
Mobile game interface design and testing environment

Design Philosophy

Most mobile games today feel like they're designed by committee. Marketing wants this, monetization wants that, and somewhere along the way the actual fun gets diluted.

We flip that process. Every game starts with a single mechanic that makes us smile. Maybe it's a satisfying bounce, or a clever twist on timing. Then we build everything else around protecting that moment of joy.

Our first game took eight months because we rebuilt the core mechanic three times. But when it finally clicked, we knew we had something worth releasing.

Real Testing Process

Here's something most studios won't admit – internal testing often misses what actually frustrates players. Your team has been staring at the game for months, so of course the controls feel intuitive to you.

We run weekly sessions with people who've never seen our games before. Watching someone struggle with your tutorial is uncomfortable, but it's the fastest way to find problems. If three different people get stuck at the same spot, that's not user error – that's our design failing.

This approach pushed back our 2025 releases by two months, but the difference in player retention was worth it. Games need to make sense in the first thirty seconds, or people just move on.

Working With Constraints

Being a small studio means we can't compete with massive production budgets. So we don't try. Instead, we focus on tight gameplay loops that work on older devices and don't require constant internet connectivity.

There's actually freedom in these limitations. When you can't rely on flashy graphics or celebrity voice actors, you have to make the core experience compelling. That constraint forces better design decisions.

One of our most popular mechanics came from debugging a physics error. We almost fixed it, then realized the "broken" version was more fun than what we'd originally planned.

Who Makes This Happen

Small team, focused priorities. We'd rather ship three polished games than fifteen mediocre ones. Everyone here has shipped games that flopped – those failures taught us more than any success ever could.

Danel Ugarte, Lead Game Designer at Jralventox

Danel Ugarte

Lead Game Designer

Spent six years at larger studios before realizing he preferred working on games that fit in your pocket. Danel approaches every design problem by asking what would make his younger self actually want to play this during a boring commute.

Thiago Berruti, Technical Director at Jralventox

Thiago Berruti

Technical Director

Joined us in 2023 after getting burned out on live service games that demanded constant updates. Thiago's obsessed with making games run smoothly on devices from 2019 – if it lags on older hardware, he considers that a personal challenge.