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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
Tower defense gameplay: sunflower, cactus and mushroom towers lob seeds and spores at beetles, ladybugs and snails marching down three dirt lanes toward a garden gnome
Sprinklers pop up and spray arcs of water while rain pours over the garden lanes, washing away the bug wave under a SPRINKLER STORM banner
Tower upgrade panel: a sunflower seed cannon going from level 3 to level 4 with damage, range and fire rate bars and an upgrade button
Plant hero cards for a sunflower, cactus, spore mushroom, pumpkin mortar, a locked frost bell and a new zap dandelion
Garden world map with a winding path of level stones through a veggie patch, lily pond, toadstool wood and greenhouse, with the gnome on wave 12
Boss wave: a giant crowned beetle king stomps down the middle lane while every tower fires at it and a boss health bar shows at the top

Gameplay · Ability wipes a wave

Lush garden cartoon look

Tower defense style game

Hold three garden lanes against waves of beetles, then call a sprinkler storm to wipe the wave.

Best fit
Advanced
Money
Heroes, upgrades
How we'd build it
Objective
A readable lane defender with heroes, abilities and a persistent metagame.
Core loop
Place → upgrade → survive the wave → trigger an ability → push to the next map
Audience
Players who like to plan, optimize and replay for a better score.
First minute
Two towers and one lane teach placement before the second and third lanes open.
Scope
Multiple maps, a hero system and bosses make this an Advanced build.
Art direction
Garden lanes with chunky silhouettes so every enemy type reads instantly.
Progression
Map progression, tower upgrades and mission goals.
Monetization
Tower unlocks, upgrade bundles and rewarded second chances.
Store page
Wave-wipe ability moment and the tower roster.
Ad angles
Last-second save, ability wipe, ‘can you hold the lane?’.
Channels
Meta, TikTok and Google App campaigns.
Design note
Enemy classes differ by silhouette and speed, never by color alone.
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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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