Skip to main contentSkip to case study detailsSkip to contact
Ocean View Games
Building and Monetising a Mobile Merge Game

Building and Monetising a Mobile Merge Game

A two-month build of Mojo Games' factory merge game for iOS and Android, from core gameplay and offline earnings to ad mediation, in-app purchases and post-launch updates.

Summary

The challenge
Mojo Games had a concept for a casual merge game and needed it built, monetised and launched on iOS and Android.
What we did
David built the game in two months, from the merge loop and offline earnings to interstitial ads, in-app purchases, ad mediation and analytics.
The result
Launched on both platforms from one Unity project, with later updates guided by where the analytics showed players dropping off.
Pocket Factory was a casual merge game from Mojo Games for iOS and Android. Machines generate items, players merge those items into bigger and better ones, and upgrading the machines unlocks higher tiers to merge. Mojo Games brought the concept and asked Ocean View Games to build it. David Edgecombe developed the game in two months: the core merge gameplay, the progression and save systems, offline earnings, and the full monetisation stack of interstitial ads, in-app purchases (IAP), ad mediation and analytics. After launch, Mojo Games kept working with us on an ad hoc basis, adding new content, fixing bugs and smoothing out problem areas in the player flow that showed up in the analytics data.
What went into Pocket Factory
AreaWhat we built
Core gameplayMachines that generate items, merging into higher tiers and machine upgrades
ProgressionSave systems and offline earnings, so the factory keeps producing while the game is closed
MonetisationInterstitial ads and in-app purchases
Ad mediationA mediation software development kit (SDK) serving ads from multiple networks across iOS and Android
AnalyticsEvent tracking to show where players progressed and where they dropped off
After launchNew content, bug fixes and flow improvements based on analytics data
The Merge Loop

Merge games live or die on one loop: generate, merge, upgrade, repeat. It has to feel satisfying from the first tap.

Item-Generating Machines

Item-Generating Machines

Machines produce items on the board. Matching items merge into bigger, more valuable ones.

Upgrades That Open the Game Up

Upgrades That Open the Game Up

Upgrading machines unlocks higher item tiers, giving players a steady sense of progress and a reason to come back.

Offline Earnings

Offline Earnings

The factory keeps producing while the game is closed, so returning players are rewarded with progress waiting for them.

Monetisation and Mediation

Getting ads and purchases working is one job. Getting every SDK to work together on two platforms is another.

Interstitials and IAP

Interstitials and IAP

Interstitial ads and in-app purchases were built into the game's flow at natural pauses, rather than interrupting active play.

Ad Mediation Across Networks

Ad Mediation Across Networks

A mediation SDK served ads from multiple ad networks. At the time, before today's more consolidated SDKs, getting every network adapter, platform and SDK version to work together reliably was the hardest part of the project.

Analytics From Day One

Analytics From Day One

Event tracking was built in from the start, so Mojo Games could see how players moved through the game once it launched.

Improving the Game After Launch

Launch was the start of the work, not the end.

Analytics-Driven Fixes

Analytics-Driven Fixes

The analytics data showed where players got stuck or dropped out of the flow, and we fixed those points in later updates.

New Content

New Content

We added new content after launch to give players more to work towards.

Ongoing Support

Ongoing Support

Mojo Games continued to bring us in on an ad hoc basis for updates and bug fixes.

The Results

Built in Two Months

The complete game, including monetisation, mediation and analytics, was built in a two-month development window.

Launched on iOS and Android

Pocket Factory launched on both platforms from a single Unity project.

Continued Partnership

Mojo Games kept working with us after launch, using analytics data to guide content and flow improvements.

What the Client Said

“David worked with us on a 2 month project to build a mobile game. He has shown throughout his thorough knowledge of Unity and C#. Communication was clear. And he has made himself available when we needed him most. We continue to work with him on ad hoc basis.”

Building a Mobile Game?

Tell us about the game, how you plan to monetise it and when you need it in players' hands.

Tell Us About Your Game