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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
Battle: lightning from a glowing rune circle strikes a giant shadow wolf for a -1,248 critical hit above four gold-framed hero cards
Victory screen: three gold stars and a VICTORY banner above an open treasure chest spilling a legendary sword, rune stones, a potion and gold
Hero roster: six hero portrait cards with rarity frames, element badges, levels and stars, plus locked slots and element filters
Hero detail: the frost oracle Lyra framed by a glowing rune circle, with six gear slots, ATK DEF HP SPD stats, skills and a Level Up button
Dark kingdom map: a gold path winds past a glowing river and forests through castle stages to a crimson-lit cursed citadel boss
Rune forge: three glowing rune stones fuse into a tier III storm rune above a fiery altar, with a hero's rune slots and stat boosts

Gameplay · Ultimate skill into victory

Dark fantasy look

Fantasy RPG style game

Collect heroes, combine their runes and battle through a cursed kingdom in quick turn-based fights.

Best fit
Advanced
Money
Hero unlocks, battle pass
How we'd build it
Objective
Bite-size tactical battles with a deep collection and progression metagame.
Core loop
Pick a party → chain runes → defeat the boss → earn loot → upgrade heroes
Audience
Strategy and RPG players who enjoy building a team.
First minute
A scripted first battle shows one ultimate skill, so the payoff is clear before any menus.
Scope
Multiple heroes, an economy and a campaign map make this an Advanced build.
Art direction
Painterly dark-fantasy scenes framed with ornate gold UI.
Progression
Hero levels, gear, a kingdom map and guild goals.
Monetization
Hero and gear unlocks with clear prices, a battle pass and rewarded ads for extra loot — no random paid draws.
Store page
Ultimate skill moment, hero roster and the kingdom map.
Ad angles
Comeback win, ultimate reveal, team-building.
Channels
Meta and Google App campaigns, with Apple Ads search for RPG terms.
Design note
Damage numbers scale with impact, so critical hits read even on small phones.
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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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