CrocoApps case study

Bubble Man — Android Game Development Case Study

CrocoApps helped a mobile game business build an arcade game for Android to bring a focused arcade product to market with a complete gameplay and launch-support package.

Project snapshot

IndustryGames / interactive entertainment
PlatformAndroid
EngineUnity 3D
GenreArcade
ScopeArcade gameplay, game art, frontend/backend programming and marketing-plan support
TeamGame designer, coder, Unity programmer, 3D and 2D artists
Timeline4 months
Budget range$6,666 historical project budget.

Challenge

A four-month production had to bring together an immediate arcade loop, content, interface work, a backend and a launch plan.

Splitting a ball creates progress and additional danger at the same time. As the number of smaller objects rises, collision readability and movement space become more important. The game needs to communicate that escalation instantly, because stopping to explain a new situation would interrupt the reflex-driven loop.

Solution

CrocoApps delivered Unity gameplay and a PHP backend alongside game design, interface assets and original art. The content covered 20 locations and three character types, with marketing support for social networks, influencers and bloggers.

Gameplay and systems

Bubble Man is described in the company’s external portfolio as a single-player arcade game. Barriers split bouncing balls into smaller hazards until the playfield is cleared. The player must judge where to act while avoiding contact, making the timing of a defensive move as important as the move itself. This simple rule supports increasingly busy situations without asking players to learn a separate control system for every level.

Source: CrocoApps portfolio on TopDevelopers. Checked October 27, 2026.

Core loop
Place barriers to break bouncing balls, avoid collisions and complete the arcade challenge.
Progression
Content spans 20 locations.
Multiplayer
Single-player.
Backend
PHP backend paired with the Unity frontend.

Production scope

The four-month production connects a compact rule set with a complete delivery package: Unity gameplay, content, interface assets and a PHP backend. Keeping responsibilities explicit is useful even at this scale. Art must make hazards distinguishable, game design must control their pacing, and the interface must show the state of an attempt without competing for attention.

Game design
Arcade rules, level difficulty and player feedback.
UX/UI
Game interface and supporting assets.
2D/3D art
20 locations, three character types and additional game art.
Development
Unity frontend implementation.
Backend
PHP backend programming.
QA
Gameplay and release-readiness work included in the published scope.
Store submission
Launch and marketing-plan support.

Tech stack

Unity 3D, PHP backend

What we learned

A compact scope still needs a complete production chain. Aligning mechanics, content and launch preparation early reduces handover gaps.

Small arcade mechanics reward precise production decisions. A clear silhouette, dependable collision response and understandable restart can contribute more to the experience than an additional feature that distracts from the main action.

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