Case studies

How our games got built — the problem, the approach and what shipped.

Sudoku Puzzle — a grid you can trust, plus a second puzzle nobody expected — case study Puzzle Sudoku Puzzle — a grid you can trust, plus a second puzzle nobody expected Rebuilt around one guarantee: every puzzle has exactly one solution, so logic is always enough — and a whole second logic game shipped alongside it. Android / Google Play Unity Read the case study → Chess 3D Master — giving a losing player a reason to finish — case study Board Chess 3D Master — giving a losing player a reason to finish Ten shaped AI levels, bounded power-ups, and a Points Battle mode where captures score — so a player behind on material still has something to play… Android / Google Play Unity Read the case study → Tile Crush Trio — swapping match-three for a seven-slot tray — case study Puzzle Tile Crush Trio — swapping match-three for a seven-slot tray A full mechanic rebuild: tap tiles into a tray of seven, match three to clear, and never let the tray fill. Layered boards made the planning real. Android / Google Play Unity Read the case study → Wander Star — a chain you can predict before you fire it — case study Puzzle Wander Star — a chain you can predict before you fire it One tap sets off a chain that turns at every arrow and splits at some. The whole game is the few seconds before the tap, which only works if the… Android / Google Play Unity Read the case study → Tic Tac Toe — the smallest possible game, in the browser — case study Board Tic Tac Toe — the smallest possible game, in the browser A WebGL build that loads and plays instantly with no download, no account and no install prompt. WebGL / browser Unity Read the case study → PP Engineering Putting playable Unity games directly on a website Why most Unity WebGL builds load slowly or fail outright on shared hosting — and how we set ours up so they do not. WebGL / browser Unity Read the case study → 2048 — making a merge you can actually follow — case study Puzzle 2048 — making a merge you can actually follow One of the most cloned games on the internet, rebuilt so the tiles move instead of teleporting. WebGL / browser Unity Read the case study → Neon Dodge — making every death the player's fault — case study Arcade Neon Dodge — making every death the player's fault A one-input reflex game where the obstacle is always on screen longer than a human reaction time. WebGL / browser Unity Read the case study → Color Switch Rush — a colour puzzle that works without colour — case study Arcade Color Switch Rush — a colour puzzle that works without colour The whole game rests on telling four segments apart at speed — including for players who cannot see hue. WebGL / browser Unity Read the case study → Stack Tower Builder — a miss that costs instead of kills — case study Arcade Stack Tower Builder — a miss that costs instead of kills Most stacking games end your run on one bad tap. This one makes you live with it instead. WebGL / browser Unity Read the case study → Gap Hopper — keeping an endless runner honest — case study Arcade Gap Hopper — keeping an endless runner honest Every gap stays on screen longer than a human reaction time, however fast the run gets. Android / Google Play Unity Read the case study → Glupo Puzzle — 200 levels that are provably solvable — case study Puzzle Glupo Puzzle — 200 levels that are provably solvable Most water sort clones shuffle tubes at random and strand players on impossible boards. Every level here was solved by a machine before it shipped. Android / Google Play Unity Read the case study → 1010! Block Puzzle — losing twenty moves before you notice — case study Puzzle 1010! Block Puzzle — losing twenty moves before you notice No timer, no rotation, three pieces at a time. The whole design problem was making a loss traceable back to the move that caused it. WebGL / browser Unity Read the case study → Connect 4 — a solved game that still has to be worth playing — case study Board Connect 4 — a solved game that still has to be worth playing Perfect play wins from move one, and that has been known since 1988. Everything that matters is the opponent and whether you can see why you lost. WebGL / browser Unity Read the case study → Carrom Nights 3D — two rulesets, one board, and a screen that turns around — case study Board Carrom Nights 3D — two rulesets, one board, and a screen that turns around Everyone who downloads a carrom app already knows how it should feel. The upgrade asked a harder question: can one board serve both a newcomer and… Android / Google Play Unity Read the case study → Cosmic Gem Crunch — 500 levels without a difficulty lottery — case study Puzzle Cosmic Gem Crunch — 500 levels without a difficulty lottery Match-3 is trivial to prototype and brutal to scale. The work was in 500 levels that each earn their place, and gems that are readable without… Android / Google Play Unity Read the case study → Lights Out — the puzzle where most random boards cannot be solved — case study Puzzle Lights Out — the puzzle where most random boards cannot be solved One rule, five cells per tap, and a generation problem most implementations never notice: scatter the lights at random and a large share of boards… WebGL / browser Unity Read the case study →

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