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.