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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
Isometric noodle street at golden hour: chefs toss woks behind a counter, a queue of customers waits, a delivery scooter rides by and coins pop with +$300K
Upgrade panel listing wok, broth pot, noodle press, steamer and tea kettle cards with level bars and costs
While you were away popup with a sleeping chef on money bags, $48.6M earned and a ×2 collect button
District map of floating isometric islands: Noodle Street, Sushi Pier, Dumpling Hill and Tea Garden
Managers collection with character cards, rarity frames, stars and abilities like Wok ×2 speed
The noodle street at night with glowing lanterns, string lights and market tents

Gameplay · Upgrade chain changes the scene

Chunky isometric look

Idle tycoon style game

Open a tiny noodle stand, automate the kitchen and grow one street into a food empire — even while you're away.

Best fit
Best for Core + Launch
Money
Boosters, starter pack
How we'd build it
Objective
A satisfying upgrade loop with offline earnings and a visible sense of growth.
Core loop
Tap to earn → upgrade a station → automate → collect offline earnings → expand
Audience
Players who enjoy steady progress and checking back in.
First minute
Three taps buy the first upgrade, and the stand visibly changes on the spot.
Scope
One resource loop and one main scene keep the economy tunable inside Core.
Art direction
Chunky isometric street with steam, coins and upgrade sparkles.
Progression
Upgrade ladder, managers, offline earnings and new districts.
Monetization
Time boosters via rewarded ads, a starter pack and an optional ad-free purchase.
Store page
Before/after growth screenshots across one street.
Ad angles
Tiny stand to empire, upgrade chain, offline earnings reveal.
Channels
Meta and TikTok, with Apple Ads search where the budget makes sense.
Design note
Upgrade costs are planned in an economy sheet before art, so pacing is tested early.
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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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