Your game idea, shaped into
something you can actually play
One focused service to take a single mechanic from concept to a working loop — quiet to test, honest to evaluate, and built without overcomplicating things.
A real, playable loop — not a promise
By the end of this service, you'll have a working prototype built around one core mechanic. Something you can hand to a friend and watch them play. That's the whole point.
One clean mechanic
A single, repeatable interaction — tap or swipe — that feels right from the first try and holds attention naturally.
Quick enough to test informally
Built to share with a small group of friends or colleagues so you can collect genuine first impressions without any formal setup.
A clear starting point
Something concrete you can show, iterate on, or build from — not a document of ideas, but an actual playable thing you own.
The idea is clear in your head.
Getting it out is the tricky part.
You have a mechanic in mind — maybe a satisfying swipe pattern, a tap-timing thing, a simple physics interaction. It makes sense when you describe it. But actually building a version of it, even a rough one, feels like it requires either a lot of time or a lot of money or both.
So the idea sits. You keep refining it mentally, which is useful up to a point. After that, the only way to know if the loop actually holds up is to have something playable. Gut feeling only goes so far.
That's the gap this service fits into. Not a full game, not a lengthy engagement — just a focused effort to make one loop real, so you can find out what it's actually like to play it.
One mechanic, done carefully
We start with the feeling, not the feature list
Hyper-casual games live or die on feel. Before anything gets built, we spend time understanding what kind of interaction you're after — what should happen on a tap, what feedback makes it satisfying, what keeps someone pressing one more time.
We keep scope deliberately narrow
The service covers one mechanic, not five. That constraint is intentional. A focused prototype tells you something real; a sprawling one tells you something muddled. We hold the line on scope so the output is actually useful.
We build for informal testing, not a store listing
The prototype is sized for sharing with friends, not for public release. That means we skip the parts that don't affect the loop — elaborate menus, full art passes, monetisation setup — and focus entirely on whether the core mechanic holds attention.
You get something you can actually act on
The deliverable is a build you can test, share, and use to make a confident next decision — whether that's expanding into the Casual Game Kit, pivoting the mechanic, or simply knowing this idea has legs.
What the process actually looks like
A short kick-off conversation
You describe the mechanic you have in mind. We listen, ask a few focused questions, and agree on what "done" means for this prototype. No lengthy form to fill out.
Build, with a mid-point check-in
Work begins on the loop. Partway through, we share a rough version so you can feel the direction before it's fully finished. Small corrections early are much easier than changes at the end.
Delivery and a short handover note
You receive the playable build along with a brief note on what was built, any design choices worth knowing about, and a few thoughts on what to watch for when you share it with testers.
Clear pricing, nothing tucked away
One price, no extras discovered mid-way. What you see here is what the service costs.
What's included
One core mechanic — tap or swipe input, your choice of direction
Clean game loop — a clear start, play cycle, and end state
A playable build ready to share informally with friends or colleagues
Mid-point check-in so you can steer direction before delivery
Short handover note with testing guidance and design notes
Methodology, not guesswork
Hyper-casual games are often described as simple, and in one sense they are — the interaction is usually a single gesture. But simple interactions are hard to get right. The timing window, the feedback response, the escalation curve: each of these quietly affects whether someone taps again or puts the phone down.
The Single-Loop Prototype process is built around that reality. We focus first on the feel of the interaction, then on the loop structure, then on the feedback cycle. Those three things together determine whether a hyper-casual mechanic is worth pursuing or worth revisiting.
Realistic expectation: this is a prototype, not a shipped title. What you'll receive is a working starting point. Some mechanics reveal themselves as genuinely engaging in prototype form. Others surface useful information about what needs adjusting. Both outcomes are valuable, and we'll be straightforward with you about what we observe.
1
Core mechanic
2
Check-ins
$180
Fixed cost
0
Surprise fees
We want you to feel comfortable moving forward
Before any work begins, we'll align on exactly what will be built. The scope is agreed in writing — one mechanic, one clean loop — and that's what we deliver. If the result doesn't match what was agreed, we'll work on it until it does.
The initial conversation is free and without any commitment. You can describe your idea, hear our thoughts, and decide whether to proceed at your own pace. There's no pressure to confirm quickly.
We'd rather spend a few extra minutes upfront making sure this is the right fit than have either of us uncertain partway through.
Three steps, none of them complicated
Send a short message
Describe your mechanic idea in a sentence or two — whatever you have. No need to prepare anything formal. We'll reply within one working day.
We align on scope and confirm
A brief back-and-forth to agree on what's in scope. Once you're comfortable, we confirm the $180 investment and get started.
Receive your prototype
The playable build arrives with a short handover note. From there, it's yours to test, share, and decide your next move with.
Ready to see your loop in action?
Drop a note through the contact form. Tell us about the mechanic you have in mind — a line or two is enough to get the conversation going.
Get in touch — no commitmentWe reply within one working day.
More from Tapwave
If a prototype isn't quite where you are, these might be a better fit.
Casual Game Kit
A short hyper-casual title with a few light levels and a tidy progression curve. For small teams ready to go beyond a single loop.
See what's includedSoft-Launch Helper
Light analytics setup, store text review, and notes on first-session flow. For developers ready for a calm pre-release checklist.
See what's included