Game Prototyping

Playable, instrumented prototypes in roughly four to five weeks — built to answer a specific question.

A prototype should answer a question, not just exist. Before we build we agree on the hypothesis ("this mechanic retains casual players"), the metric that would confirm it and the threshold that would kill it. Then we build the smallest thing that can produce that data.

Thanks to the framework, prototypes ship with tracking, a basic meta layer and monetization placeholders from the start, which makes early retention and creative tests meaningful rather than approximate.

What you get

  • Hypothesis and KPI gate document
  • Playable build in 4–5 weeks
  • Creative-test-ready capture builds
  • Go / kill readout with cohort data

Seen in our games

Marble Away! gameplay screenshot

Marble Away!

Conveyor Sort

Tap marbles from the tray onto the conveyor and let them roll into matching groups — fast, tactile and oddly relaxing.

LiveAndroid
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Wool Loop gameplay screenshot

Wool Loop

Conveyor Sort

Tap once to send wool balls from the spool onto the belt and watch them sort themselves — a cozy conveyor puzzle.

LiveAndroid
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Coffee Man Run gameplay screenshot

Coffee Man Run

Casual Runner

Run the track, grab coffee cups of every flavor and stack them high — the studio's take on the hyper-casual runner.

LiveAndroid
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Related insights

Jelly Jam, the studio's newest prototype to ship
Game Production·

From concept to instrumented prototype in four to five weeks

A prototype should answer a question, not just exist. The week-by-week pipeline we use to take a puzzle concept to a playable, tracked build that can survive a real go / kill decision.

4 min read

Talk to our studio

Tell us what you are building and we will come back with a concrete proposal — scope, timeline and how we would measure success.