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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 cyan starfighter fires a triple spread into a formation of magenta and orange neon invaders
Boss fight: a huge magenta mothership charges a laser while its health bar drains
The starfighter collects a glowing hexagon power-up and TRIPLE SHOT! flashes on screen
Hangar screen with the ship on a holo pad and Firepower, Shield and Speed upgrade bars
Galaxy map with planets as sectors along a glowing path, the ship hovering at sector 4
WAVE CLEAR victory screen with three gold stars, credit and crystal rewards and a Next Wave button

Gameplay · Formation wipe into boss fight

Neon vector look

Space shooter style game

Pilot a tiny starfighter through waves of glowing invaders, power up your blaster and topple the mothership.

Best fit
Core + Launch
Money
Ship upgrades, revive ad
How we'd build it
Objective
A one-thumb arcade shooter with bright, readable chaos and a boss at the end of every sector.
Core loop
Dodge → blast a wave → grab a power-up → beat the boss → upgrade the ship
Audience
Arcade fans who like short, intense runs.
First minute
Auto-fire is on from the start; the first wave teaches dodging, the second drops a triple-shot power-up.
Scope
One ship and a curated set of waves and bosses keep scope tight; extra ships and modes are Advanced.
Art direction
Neon vector ships on deep space, with glow on every bullet and explosion.
Progression
Sectors on a galaxy map and ship upgrades for firepower, shield and speed.
Monetization
Rewarded revive, upgrade boosts and a remove-ads purchase.
Store page
Boss fight and power-up moments, one per screenshot.
Ad angles
Screen-filling triple shot, last-second dodge, boss takedown.
Channels
TikTok and Meta, with Google App campaigns where budget allows.
Design note
Enemy bullets use a warm palette and the player's a cool one, so threats read instantly.
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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