01 / Concept & Core Loop
Pressure-test the central mechanic with rapid prototypes. We mock up the "first touch" experience before writing a single line of production code.
We build games that feel premium, not just functional. Our Istanbul-based team translates local creativity into global app store success, focusing on the compact quality that a limited number of projects per year affords. We navigate the complex puzzle of mobile development so you don't have to.
We speak the language of indie publishers and studios who value craftsmanship over volume. We understand that a game's first 30 seconds determine its fate. Our name, Gamelyx—a portmanteau of 'Game' and 'Labyrinth'—is a promise: we chart the most efficient path through the development maze.
A 3-second load time spike can cause a 50% drop in session length. Our floor is 800ms on mid-range devices.
"Our indie studio had a deep narrative prototype, but testers kept dropping off. We thought it was the art. It was the 8-second tutorial."
We don't measure success with fabricated engagement metrics. Instead, we evaluate every feature against three hard constraints:
If a feature fails these checks, it's prototyped, measured against our real-world testing rigs, and often discarded. This is our foundation for performance, not a promise.
Pressure-test the central mechanic with rapid prototypes. We mock up the "first touch" experience before writing a single line of production code.
Optimize for 60fps on a 5-year-old device. We benchmark load times, memory usage, and touch latency against a strict device floor.
We don't just ship. We plan the first 90 days of content updates. The "live" plan is built in Phase 2, not after launch.
Stalling development to wait for final character models, environments, or UI before confirming the core loop.
AVOIDANCE: Our Phase 1 requires 'programmer art' and primitive shapes. Fun is binary; visuals are layered later.
Designing the game economy in the final weeks, leading to intrusive ads or jarring IAP prompts.
AVOIDANCE: We define the 'pause points' for monetization in Phase 1. It's a system design problem, not a patch.
Testing on high-end flagship phones while ignoring the long tail of older, slower, or lower-RAM devices.
AVOIDANCE: We maintain a 'legacy device lab' in-house. Every build must pass on the floor model before shipping.
Shipping without a press kit, targeted influencer outreach, or a phased review strategy.
AVOIDANCE: Phase 3 includes a 'Launch Checklist' (assets, contacts, timelines) started in Phase 2.
A reproducible test to visualize the value of optimizing early. Toggle the switch below to see the difference.
First Paint on a 10MB asset bundle over 3G connection.
We recommend clients complete our 'Project Brief' before any deep dive. It clarifies core mechanic, audience, and constraints.
Download the BriefWe are based in Istanbul (GMT+3). We overlap with European business hours and have a flexible schedule for US-based publishers. We commit to a response within 24 hours on weekdays.
Minimum Viable Product. We define it as the smallest version that is still fun to play.
The repeated action the player performs. If it's not compelling in 2 minutes, we pivot.
The lowest-end device we guarantee performance on. It's our quality benchmark.
The 90-day post-launch plan. We build it before we ship.
We prefer cash budgets for our first project. It aligns incentives and gives us the clarity to build the best game without future ambiguity.
For a polished MVP, 3-6 months. This includes full development, optimization, and pre-launch planning. We work iteratively with weekly check-ins.
Yes. We manage the entire technical submission process, including creating store assets, writing descriptions, and navigating review policies.