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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
Pixel-art knight leaping along a trail of coins inside a mossy ruined tower at dusk
Boss fight: the knight slashes the glowing rune core of a giant moss-covered stone golem in front of a moonlit rose window
Lava cave level: the knight leaps between basalt pillars over a glowing lava lake, collecting coins near fire bats and teal crystals
Skin select screen: an ember-armoured knight on a glowing pedestal under a moonlit window, with moss, ember, frost, shadow and gold skins below
Pixel world map of the ruin: colour-coded tower, keep, vault and cave rooms with chests, gems, a boss skull and the knight's current room

Gameplay · Stomp, double jump, treasure

16-bit pixel art look

Pixel platformer style game

Jump, dash and wall-climb through a mossy ruin as a pocket-sized knight — every room hides a secret.

Best fit
Advanced (Core for one world)
Money
Premium worlds, skins
How we'd build it
Objective
Tight, forgiving platforming with retro charm and secrets worth replaying for.
Core loop
Run → jump → find a secret → open a chest → reach the next room
Audience
Players who grew up on 16-bit platformers, plus fans of modern indie games.
First minute
The first room is a safe playground; the second hides a coin trail that teaches the double jump.
Scope
Hand-built levels carry the cost: one world fits Core, several worlds and bosses move to Advanced.
Art direction
Limited-palette pixel art with parallax ruins, flickering torches and moss.
Progression
Rooms, worlds, bosses and knight skins.
Monetization
Free first world, a premium unlock for the rest, cosmetic skins.
Store page
Title screen and one hero moment per world.
Ad angles
Hidden room reveal, boss intro, speedrun clip.
Channels
TikTok and Meta.
Design note
Coyote time and jump buffering make touch controls feel fair.
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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