Real Projects, Real Players

We've worked with indie developers, small studios, and creative teams across Spain who wanted to build something memorable. Some were starting from scratch. Others had ideas but needed help turning them into actual games people would play.

Here's what happened when we collaborated.

Mobile arcade game development workspace with design mockups and testing devices

From Napkin Sketch to App Store

Leire Iturriaga came to us in early 2025 with a concept she'd been thinking about for months. She wanted a reflex-based arcade game but wasn't sure how to structure the progression or balance difficulty.

We spent the first few weeks just prototyping mechanics. Testing what felt satisfying. What made players want one more round. By March, we had something that actually worked—simple controls, escalating challenge, clean visuals.

"I thought making a game would be overwhelming. Instead, it felt like solving puzzles together. Each session brought clarity."

— Leire Iturriaga, Independent Developer

The game launched in June 2025. Within two months, it had been downloaded over 12,000 times organically. No paid ads. Just solid gameplay and word of mouth.

Arcade game testing session showing multiple mobile devices with active gameplay

Reviving a Stalled Project

Øystein Bjerknes had been working on a puzzle-arcade hybrid for almost a year when he reached out. The mechanics were there, but players kept dropping off after the third level. User retention was terrible and he couldn't figure out why.

We did a full playthrough and spotted the issue immediately—the difficulty curve was backwards. Easy levels felt tedious, then suddenly became punishing. Players weren't learning gradually, they were hitting a wall.

We restructured the entire progression system. Introduced micro-rewards. Adjusted pacing so each level taught something new without feeling like homework. The retention rate went from 18% to 61% in the first week after relaunch.

"I was ready to abandon it. Then we fixed one core problem and everything clicked. Sometimes you're just too close to see what's wrong."

— Øystein Bjerknes, Freelance Game Designer

What Developers Say

Portrait of Branimir Medak, independent game creator

Branimir Medak

Independent Creator, Barcelona

I wasn't technical at all. The team walked me through every decision without making me feel lost. We built something I'm genuinely proud to show people. The process felt collaborative, not transactional.

Portrait of Siobhan O'Driscoll, mobile game developer

Siobhan O'Driscoll

Mobile Developer, Valencia

They didn't just code my idea and disappear. We iterated based on real feedback. Adjusted things that weren't working. The final game feels polished because we actually tested and refined it together.

How Projects Usually Unfold

Week 1-2

Concept & Planning

We start by understanding what you're trying to build and why. What's the core mechanic? Who's the audience? What makes this worth playing? We map out the essentials and identify what needs to be prototyped first.

Week 3-6

Prototyping & Testing

We build a rough version focused purely on gameplay feel. Does it work? Is it fun? We test internally, gather feedback, and adjust. This phase is messy by design—it's where we figure out what actually works.

Week 7-10

Refinement & Polish

Once the mechanics feel solid, we focus on visuals, audio, and user experience. We smooth out rough edges, optimize performance, and make sure the game feels cohesive from start to finish.

Week 11-12

Launch Prep & Release

We prepare store listings, test on multiple devices, and handle submission requirements. After launch, we monitor feedback and address any technical issues that come up in the first few weeks.

Have an Idea You Want to Build?

We're currently scheduling projects for late 2026. If you've been thinking about creating a mobile arcade game and want to work with a team that cares about making something solid, let's talk.

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