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DFY Games
Work

See the games. Understand their monetization.

Studio examples: screens and gameplay in 14 game styles, each an original DFY Games design. These show what we build, not how any game performed. Documented client work and its evidence is further down the page.

genres
14 genres
screens
83 screens
gameplay loops
14 gameplay loops
A hooded runner with a glowing visor leaps a gap between neon-lit rooftops under a giant retro sun
The runner slides under a hovering drone's red scanning beam as NEAR MISS ×2 pops up
Runner leaping with cyan and magenta light trails, speed lines and a big ×3 FRENZY banner
Runner select screen with four hooded runners, each with its own light-trail colors and coin prices
Results screen showing NEW BEST with the score, run stats and Retry and Continue buttons
Rain-soaked night variant: the runner jumps a laser fence collecting glowing coins

Gameplay · Near miss into score multiplier

Neon synthwave look

Endless runner style game

Sprint across neon rooftops, slide under drones and chain near misses into a score multiplier.

Best fit
Excellent for Core
Money
Revive ad, skins
How we'd build it
Objective
A one-thumb runner where every run feels faster than the last.
Core loop
Run → dodge → near-miss bonus → revive or retry → unlock a skin
Audience
Score chasers who play in short bursts.
First minute
The first hazard is slow and telegraphed; the second rewards a near miss with a visible multiplier.
Scope
One environment theme and one endless mode, so polish goes into feel and readability.
Art direction
Neon skyline, high-contrast hazards, a skin set that changes the trail effect.
Progression
Local high score, skin unlocks and daily best.
Monetization
Rewarded revive once per run, cosmetic skins, interstitial after the results screen only.
Store page
Speed lines and a single near-miss moment per screenshot.
Ad angles
Near miss, impossible gap, skin reveal.
Channels
TikTok, Meta and Google App campaigns where budget allows.
Design note
Hit boxes are slightly smaller than the sprite, so near misses read as skill, not luck.
Start my game
Data-led genre panel

What the market data says about genre choice.

Client results

Here’s what games we’ve built are earning.

We built these five games for clients, and the numbers below are what each of them reported to us. Results differ from game to game, but they show how far a simple idea can go.

See a style you like? Start there.

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