Mobile casual game development

NOVASOLUTIONS.TECHNOLOGY is engaged in the development, support and maintenance of iOS, Android, PWA mobile applications. We have extensive experience and expertise in publishing mobile applications in popular markets like Google Play, App Store, Amazon, AppGallery and others.
Development and support of all types of mobile applications:
Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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Mobile casual game development
Medium
from 1 week to 3 months
FAQ
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Development stages
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Mobile Casual Game Development

Casual game—not "simple game." Low entry threshold, high skill ceiling (or satisfaction). Candy Crush Saga, Angry Birds, Monument Valley—seem simple, but carefully balanced progression, monetization, retention mechanics behind. Casual development harder than hyper-casual because keeping player weeks, not minutes.

Genres and Technical Features

Puzzles (match-3, word, logic). Core loop: level → solution → reward → next level. Technically: grid data, verification algorithms (flood fill for match-3, BFS for connections). Unity—Grid Layout Group for UI puzzles or custom grid system for physics.

Runner / arcade. Procedural level generation via chunk system. Object Pooling for obstacles and environment—critical. Camera follow with Cinemachine and dynamic LookAheadTime.

Tower defense / strategy. Pathfinding: A* via Unity.AI.Navigation (NavMesh) or A* Pathfinding Project. Grid placement with Tilemap.WorldToCell. Wave management: Coroutine or UniTask for enemy waves.

Progression—Central Mechanic

Casual games keep players through progression, not only core gameplay. Meaning: levels with rising difficulty, meta-game (village building, collecting), Battle Pass / Event system.

Configure levels via ScriptableObject with export from Google Sheets via Google Sheets to Unity tools or JSON. Don't hardcode level params in code—slows designer iteration.

Difficulty and balancing. Dynamic Difficulty Adjustment (DDA): player loses 3+ times—reduce enemy params or add hint. Firebase Remote Config for A/B testing balance params in production.

Casual Game Monetization

Different from hyper-casual:

  • Energy system. Classic for puzzles—5 lives, replenish every 30 min. IAP for instant refill. Implementation: PlayerPrefs (or Hive/MMKV) for last refill time, DateTime.UtcNow for calculation.
  • Boosters and power-ups. Consumables via IAP or rewarded video. Rocket, bomb, color bomb in match-3—each needs separate animation and sound effect.
  • Battle Pass / Season. PlayFab or custom backend for server progression logic. Client validation insufficient.
  • Rewarded ads. For level continue after fail (Continue → Watch Ad), for boosters, double rewards.

Push-Notifications and Retention

Firebase Cloud Messaging (FCM)—Android and iOS. Notifications about energy refill, events, game return. Permission flow iOS: ask not at startup, after first fail or 3rd level—higher conversion.

Local notifications via flutter_local_notifications (Flutter) or UNUserNotificationCenter (Unity iOS)—offline events without server.

Analytics and Iterations

Firebase Analytics + GameAnalytics—standard stack. Key events: level_start, level_complete, level_fail, booster_used, ad_watched, iap_initiated, iap_completed.

Funnel: install → tutorial → day 1 retention → day 7 retention. Day 1 under 40%—tutorial or early level problem. Day 7 under 15%—progression or motivation loop problem.

A/B tests via Firebase Remote Config: first level difficulty, booster cost, ad frequency.

Timeline

Prototype with 5–10 levels and core loop: 6–10 weeks. Full casual game with progression, monetization, push-notifications, published both stores: 4–8 months by 3–5 person team. Cost calculated after GDD analysis and backend infrastructure requirements.