Full mobile game development · Android + iOS · Unity Engine · In-app monetisation · Tournaments & Battle Pass · Post-launch support
Build a polished, fully monetised color sort puzzle game — similar to Block Out! — for Android and iOS. The game will feature sliding block mechanics, dynamic obstacles, 100+ launch levels, a tournament system, a battle pass, and coin-based in-app purchases. Built in Unity for maximum performance and cross-platform compatibility.
Core mechanic (slide blocks to matching doors), 100+ levels, dynamic obstacles (elevators, block generators, connected blocks), colorful UI, offline play, basic settings.
Coin system, in-app purchases (coins + bundles), Battle Pass, Daily Bonus, Tournaments (Rocket Race, Sky Jump, Streak Race), Mission Hub, ad integration (optional).
UI/UX polish, sound effects, animations, Game Center / Google Play leaderboards, store listing optimisation (ASO), app store submission, analytics integration.
Every feature is based on the Block Out! reference app — adapted and built from scratch for Kamesh Verma's game with a unique theme, original level designs, and branding.
The game is free to download. Revenue comes from three sources — in-app purchases, Battle Pass subscription, and optional ad revenue.
The build is structured across three phases with clear weekly milestones and client review checkpoints at the end of each phase.
Finalise GDD (Game Design Document) — mechanic rules, obstacle types, level progression curve, monetisation flows. UI wireframes for all screens. Art style moodboard approval. Firebase project setup.
Unity project setup. Core block sliding mechanic built and tuned. All obstacle types implemented (elevators, generators, connected blocks, grinder, duration blocks). 100 levels hand-crafted and balanced. Home screen, level select, pause menu, settings. Sound effects and background music integrated.
Coin economy implemented. In-app purchases integrated (Google Play Billing + Apple IAP). Battle Pass system with seasonal keys, rewards, and cosmetics. 4 tournament modes built (Rocket Race, Sky Jump, Streak Race, Star Blaze). Mission Hub with daily/weekly tasks. Daily Bonus streak system. Firebase leaderboards for all tournaments.
Animations polished, particle effects refined, UI transitions smoothed. Performance optimisation for mid-range Android (target: 60fps on Redmi Note series). Full QA across Android (5 devices) and iOS (3 devices). ASO — app icon, screenshots, descriptions, keyword research. AdMob integration (optional). Level editor tool built and handed over.
Google Play Store submission + Apple App Store submission. Review process managed. Firebase Analytics + GameAnalytics live. Admin dashboard configured. Full source code and documentation handover to Kamesh Verma. 1-hr training on level editor, Firebase dashboard, and analytics review.
| # | Deliverable | Details | Phase |
|---|---|---|---|
| 1 | Game Design Document | Mechanic rules, level progression, economy design, obstacle specs | Phase 1 |
| 2 | UI/UX Design (All Screens) | Home, Level Select, Gameplay, Pause, Settings, Shop, Battle Pass, Tournament, Mission Hub | Phase 1 |
| 3 | Core Block Mechanic | Sliding blocks, color matching, door system, clear animation, fail state | Phase 1 |
| 4 | 100+ Hand-crafted Levels | Balanced difficulty curve across easy/medium/hard/expert tiers | Phase 1 |
| 5 | Dynamic Obstacles (6 Types) | Elevators, block generators, connected blocks, grinder blocks, duration blocks, colored grid | Phase 1 |
| 6 | Sound & Music | Background music + full SFX pack (slide, clear, fail, level complete, button taps) | Phase 1 |
| 7 | Coin Economy | Earn/spend system, hints, boosters, coin wallet UI | Phase 2 |
| 8 | In-App Purchases | Coin packs + bundles. Google Play Billing + Apple IAP. | Phase 2 |
| 9 | Battle Pass System | Seasonal pass, key collection, tiered rewards, cosmetics unlock | Phase 2 |
| 10 | 4 Tournament Modes | Rocket Race, Sky Jump, Streak Race, Star Blaze — with Firebase leaderboards | Phase 2 |
| 11 | Mission Hub | Daily + weekly missions with progress rewards | Phase 2 |
| 12 | Daily Bonus / Streak System | Login streak with increasing coin rewards | Phase 2 |
| 13 | AdMob Integration | Rewarded video ads + optional interstitials + Remove Ads IAP | Phase 2 |
| 14 | Firebase Backend | Auth, Firestore (player data), Realtime DB (leaderboards), Analytics, Crashlytics | Phase 2 |
| 15 | Performance Optimisation | 60fps on Redmi Note-class Android. Optimised draw calls, shaders, memory. | Phase 3 |
| 16 | ASO — Store Listing | App icon, screenshots (all sizes), feature graphic, description, keyword research | Phase 3 |
| 17 | App Store Submission | Google Play + Apple App Store submission + review management | Phase 3 |
| 18 | Level Editor Tool | Internal tool for client to add new levels without a developer | Phase 3 |
| 19 | Source Code Handover | Full Unity project, all assets, Firebase config, documentation | Phase 3 |
| 20 | Training Session | 1-hr walkthrough — level editor, Firebase dashboard, analytics, IAP management | Free |
After the game goes live, DigiCompanions stays on to ensure the game stays alive, growing, and monetising. Casual puzzle games live or die by fresh content — a consistent update cadence is non-negotiable for retention.
Growth gives the best ROI — 25 new levels/month keeps D30 retention alive, quarterly new obstacle types create fresh press coverage, and seasonal Battle Pass drives recurring IAP revenue. A game without regular content updates loses 60–70% of its Day 30 players within 3 months of launch.
Costs reflect full professional quality — Unity-certified developers, dedicated UI/UX designer, QA engineer, and project manager.
Google Play Developer account fee (₹2,000 one-time), Apple Developer Program fee (~₹8,200/yr), third-party asset purchases if any, user acquisition / paid marketing spend, and server costs beyond Firebase free tier. These are billed at actuals directly by the client.
Confirm scope, timeline, and AMC plan. DigiCompanions will send a formal agreement within 24 hours.
Google Play Developer (₹2,000 one-time) + Apple Developer Program ($99/yr). DigiCompanions will guide through setup.
GDD and design sprint begins immediately upon receipt of 40% advance. GST (18%) applicable on all invoices.
90-min call to align on game theme, art style, obstacle priority, monetisation philosophy, and level design references.
Playable build shared at end of Phase 1 (Week 8). Weekly update videos + Slack/WhatsApp communication throughout.
Game live on Play Store + App Store. Source code handed over. AMC support activated. First 25 post-launch levels within 30 days.
Reach out to DigiCompanions to confirm this proposal and get the formal agreement within 24 hours.
business@digicompanions.com