CrocoApps case study

Lock's Quest — iOS and Android Game Development Case Study

CrocoApps helped a game publisher build a fortress-building strategy game for iOS and Android to bring tactical depth and accessible defensive play to mobile audiences.

Project snapshot

IndustryGames / interactive entertainment
PlatformiOS and Android
EngineUnity
GenreFortress-building strategy
ScopeGame development, gameplay design and graphic design
Timeline7 months
StatusPublished project; see the project links.
LinksProject page · Additional project link
Budget range$49,700 historical project budget.

Challenge

The game needed enough tactical depth for experienced players while keeping construction, enemy pressure and defensive feedback approachable on mobile.

Building and fighting ask for different kinds of attention. During planning, players compare positions and defensive coverage; during an assault, they need to recognize a threat and react quickly. The interface must support both tempos without making essential structures, enemies or controls disappear into the scene.

Solution

CrocoApps contributed Unity game development, gameplay design and graphic design. Construction rules, defensive pacing and difficulty balance were coordinated with visual feedback so players could read threats and act on their decisions.

Gameplay and systems

The published mobile edition combines building phases with direct combat against the Clockwork army. Its campaign spans 75 in-game days and a dozen maps, with turrets, traps, helpers and special attacks creating different defensive choices. Antonia Defense adds an endless mode. Tablet support and ten listed languages extend the interface requirements beyond a single handset layout.

Source: Google Play product listing. Checked October 27, 2026.

Core loop
Plan a fortress, place defenses, respond to enemy waves and revise the defensive layout.
Progression
A 75-day campaign across a dozen maps, plus the Antonia Defense endless mode.
Monetization
The mobile product listing specifies ad-free play.
Localization
English, Danish, Finnish, French, German, Italian, Norwegian, Russian, Spanish and Swedish.

Production scope

The production work connects tactical rules to the way the battlefield is drawn. Construction feedback must explain what has been placed, while combat feedback must reveal whether that decision is working. Difficulty balance becomes easier to assess when the player can distinguish a weak plan from an unclear interface or an unexpected control response.

Game design
Fortress construction, enemy pressure and difficulty balance.
2D/3D art
Graphic design supporting tactical readability.
Development
Unity development for the mobile versions.

Tech stack

Unity, C#, Photoshop

Strategy Loop Preview

The video gives context for the fortress-building loop: planning defenses, reading enemy pressure and keeping tactical decisions visible to the player.

Release platforms

Available Store Pages

The released game is available through the storefronts below.

Results

Public product figures from the source snapshot checked on October 27, 2026.

Downloads
10K+ downloads shown for the Android edition on Google Play.

Source: Google Play product listing. Checked October 27, 2026.

What we learned

Strategy readability improves when players can connect an earlier construction decision to the pressure they encounter during combat.

A defense game earns complexity through understandable pressure. Players should be able to explain what broke in the last encounter and use that explanation to change the next layout, rather than repeating a sequence without understanding the cause.

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