What this case helps evaluate
- Production scope: Game development, gameplay design and graphic design
- Budget signal: $49,700
- Timeline signal: 7 months
Strategy game case study
A strategy game case focused on fortress-building mechanics, defense planning, difficulty balance and visual production.
The video gives context for the fortress-building loop: planning defenses, reading enemy pressure and keeping tactical decisions visible to the player.
Case evidence
This case page turns the public portfolio record into a buyer-readable snapshot for iOS and Android: what was built, what CrocoApps owned and which constraints shaped delivery.
Public project facts used for this new case page.
| Project | Lock's Quest |
|---|---|
| Platform | iOS and Android |
| Engine / stack | Unity, C#, Photoshop |
| Scope | Game development, gameplay design and graphic design |
| Timeline | 7 months |
| Budget | $49,700 |
| Production period | 2007-2008 |
Source: CrocoApps public project archive and approved production materials.
Strategy blueprint
The important part of this case is pacing: players need enough time to plan defenses, then enough enemy pressure to make each construction decision matter.
The images support the strategy case with process material and final screens around construction, defense and balance.
The project needed strategy depth while staying approachable for players new to fortress-building and defense mechanics.
Players build defenses and use planning to protect fortresses from enemy pressure.
The public case highlights the need to balance accessibility for beginners with challenge for experienced players.
Visual production supported the atmosphere and tactical readability of the game.
The loop combines building, defense and tactical response, which requires careful feedback and pacing.
This case gives a compact example of strategy-game production with clear scope and timeline.
Define construction, defense and enemy-pressure rules.
Create a visual style that supports strategy readability.
Tune difficulty for both new and experienced players.
Build and polish the Unity production scope for release.
Share your core loop, map scale, progression model and target platform.