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A candy-coated balance puzzler that turned physics-based play into daily habit-forming fun.
Project Snapshot
The Challenge
A small independent studio came to iMobdev with a simple sketch: a seesaw, a pile of candy, and a bet that balance-based physics could be as addictive as match-three. The problem was they had no working prototype, no game engine expertise in-house, and no clear sense of how to translate "balance the candy" into a control scheme that felt satisfying on a touchscreen rather than fiddly or frustrating.
Their bigger worry was retention. The casual puzzle category is brutally crowded, and most physics-toy games get uninstalled within a day if the first thirty seconds do not click. They needed tight, forgiving controls, a visual identity sweet enough to screenshot well on the App Store, and a difficulty curve that escalated naturally without ever feeling punishing to a casual player picking the game up between other tasks.
Without a playable build, the client could not pitch the concept to publishers or run any paid user-acquisition tests, which stalled their entire go-to-market timeline. Every week without a build was a week of lost validation data and mounting pressure from stakeholders who had already committed marketing budget on the assumption of a summer launch.
On the technical side, the game needed to run smoothly on a wide spread of low-to-mid-range Android devices as well as iOS, which meant the physics simulation had to be lightweight enough to avoid frame drops while still feeling responsive and tactile.
Our Solution
iMobdev's game team scoped BonX2 as a physics-puzzle title built around a single, instantly-readable mechanic: keep a teetering plank balanced while candies, lollipops, and gumdrops drop onto either side. We prototyped the core loop first, in isolation from art and menus, so the "feel" of the balance physics could be tuned in dozens of quick iterations before anything else was locked.
We built the game in Unity with a custom lightweight 2D physics layer tuned specifically for mobile performance, keeping the simulation deterministic and cheap enough to hold 60fps on older Android hardware. Touch input was mapped to a simple tilt-and-tap gesture set, with generous hit-tolerance so the controls read as "buttery" rather than twitchy, which was the single biggest lever for early-session retention.
Visually, we leaned all the way into a warm candyland palette — melting chocolate drips on the logotype, glossy jellybean and lollipop assets, a sun-drenched gingerbread-house backdrop — because screenshots and store listing art needed to sell the "sweet and playful" fantasy at a glance. The HUD was kept minimal: a currency counter, a star-based life system, and a single settings/sound toggle, so nothing competed with the candy for visual attention.
We layered in a soft-currency economy (in-game coins spent on continues and boosters) and a life-based session-pacing system to encourage short, repeated play sessions rather than one long sitting. The build was delivered in two phases — a vertical-slice prototype for early player testing, followed by a full content pass with escalating level difficulty, sound design, and store-ready assets — so the client could start soft-launch testing weeks before the final build was complete.
The Impact
The vertical-slice prototype was playable within four weeks, giving the client a build to demo to publishers well ahead of schedule. In early soft-launch testing, average session length and day-1 retention both landed comfortably above genre benchmarks, validating the balance-based mechanic as a genuine hook rather than a novelty.
The finished game shipped with over 60 hand-tuned levels, a working soft-currency economy, and a consistent 60fps experience across the client's target device matrix, including several budget Android models that had been a specific performance concern going in.
With a stable, scalable codebase now in place, the studio is positioned to expand BonX2 into new candy-themed level packs and seasonal events without another engine rebuild.
Key Features
Core seesaw gameplay tuned for satisfying, forgiving touch controls.
60+ hand-tuned levels with a smooth, non-punishing difficulty curve.
In-game coins power continues, boosters, and player progression.
Heart system encourages short, repeated play sessions daily.
Glossy candy, lollipop, and gingerbread-house visual identity.
Consistent 60fps across low-to-mid-range Android and iOS devices.
Screenshots
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“iMobdev turned a napkin sketch into a game that actually feels good to play, which is the hardest part to get right in this genre.”
Priya Shah
Founder, Confectionary Games Studio
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