Launching our first mobile game was exciting, chaotic, and deeply educational. We didn’t expect perfection — and we didn’t get it — but what we did get was experience that changed how we approach game development today.
In this post, we’ll walk you through how we built, tested, and launched our debut title at Vasylynka Studio, and the real lessons we learned along the way.
🧠 Lesson 1: Simple ≠ Easy
We chose a hyper-casual concept: short session time, easy controls, minimal UI. Sounds simple, right? But designing meaningful simplicity is tough. We spent more time trimming features than building them. Every “extra” button, animation or idea had to earn its place.
Takeaway: The simpler your game looks, the more effort it usually took to get it there.
🧪 Lesson 2: Prototypes Save Time (And Ego)
Our first prototype had everything: splash screen, menu, upgrades, sound, animations… but no fun. We wasted weeks polishing something untested. Only later did we adopt a new rule: prototype core gameplay first — test fun, not features.
Takeaway: Don’t fall in love with polish before you validate your core mechanic.
📊 Lesson 3: Soft Launch > Big Launch
We made the classic mistake: we thought launch = publish to the world. We skipped soft testing. As a result, the first batch of users showed us everything we missed — bugs, broken onboarding, unclear objectives.
Takeaway: Always test with a small audience first. Real users = real insights.
💸 Lesson 4: Don’t Burn Budget Without Data
We ran ads too early. We thought, “Let’s get users fast and figure it out.” Spoiler: bad idea. Without good retention, our CPI (cost per install) made no sense. Metrics like D1 retention and average session length matter before scaling ads.
Takeaway: Marketing starts with data, not with guesswork.
❤️ Final Thought: It’s Just the Beginning
Our first game wasn’t a hit — but it was a foundation. It helped us form our workflow, learn how to fail fast, and build with more confidence. Every new title we make carries a piece of that first chaotic, incredible launch.
And honestly? We wouldn’t change a thing.
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