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Mobile Games

A game factory: one HTML5 and Canvas engine, packaged to both stores through Capacitor, with a new title from a template each release.

Overview

A production system rather than a single game. One shared engine — game loop, input handling, audio, scoring and the standard UI screens — is written once, and every title is a small folder derived from a template holding only its own mechanic and configuration. A single HTML5 and Canvas codebase packages to both Android and iOS through Capacitor, so a fix reaches both stores from one build. The design brief is deliberately narrow: the games that hold children's attention share one mechanic, one tap or swipe, sessions under thirty seconds, instant comprehension and light visuals — and the factory is built to produce exactly that shape quickly. Tooling scaffolds a new game, applies its configuration and produces the mobile package.

Specifications

Audience
mobile
Platforms
iOS · Android
Status
live
Built with
Capacitor

Capabilities

A shared engine, written once

Game loop, input handling, audio, scoring and the standard UI screens live in a shared layer. A new title contributes its mechanic and nothing else.

Template-derived titles

Each game is a folder generated from a template holding an entry point, its mechanic and its configuration. The scaffolding is a command rather than a copy-and-adjust exercise.

One codebase, both stores

A single HTML5 and Canvas implementation is packaged to Android and iOS through Capacitor, so a correction ships to both platforms from one build.

A deliberately narrow design brief

One mechanic, one tap or swipe, a session under thirty seconds, instantly learnable and visually light — the shared characteristics of the simple games that actually hold attention.

Build tooling as part of the product

Scripts scaffold a new game, apply its configuration across the shared engine and produce the mobile package, which is what keeps the release rhythm sustainable for a small team.

No engagement mechanics

No loot boxes, no streak pressure and no dark patterns. Advertising density is low because of how the games are built, not because of an undertaking made about them.

Browser-testable during development

Every title runs in a browser against the shared engine before it is packaged, so iteration does not require a device build.

Engineered independently. Priced transparently.

No per-seat licensing, no vendor lock-in, no unpredictable invoicing. Our teams are available to scope an evaluation for any product in the portfolio.