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
| Industry | Games / interactive entertainment |
|---|---|
| Platform | iOS and Android |
| Engine | Unity |
| Genre | Fortress-building strategy |
| Scope | Game development, gameplay design and graphic design |
| Timeline | 7 months |
| Status | Published project; see the project links. |
| Links | Project 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.
Strategy Screens and Production Flow
The images support the strategy case with process material and final screens around construction, defense and balance.
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.
Build a similar game
Tell us about your audience, target platforms, core gameplay and business goals. We will help define the scope and estimate the work.