A Few Good Coders · Services

Game development

A Few Good Coders develops browser and mobile games, from game rules and multiplayer state to testing and store release, and runs its own published game, Ludo Versus.

A game has to be fun, but it also has to be correct: rules that never disagree between players, matches that survive a dropped connection, and saves that load. We build browser and mobile games with the core loop, game state and platform delivery planned together. Ludo Versus, our own game on the web and Android, is where we apply the same standard to a product we own.

Is this a fit?

Start with the problem you need to solve.

  • You have a game concept, or a board or card game, and need a playable version to test with players before committing to full production.
  • Your game needs online or local multiplayer, a computer opponent, or save and resume, and you want the state rules designed properly from the start.
  • You need a game to run in the browser and on mobile, and want to decide early what is shared and what differs per platform.

Scope and deliverables

What the engagement can include

Choose the work your product needs. The first milestone, acceptance criteria, exclusions and ownership are agreed before delivery starts.

Rules, game state and the core loop

Model the rules as explicit game state with clear turns, legal moves and win conditions, separate from rendering. That keeps the rules testable and lets the same logic drive local play, online matches and a computer opponent.

Multiplayer and play modes

Scope which modes the game needs, such as online matches, play on a local network, several players on one device, or a solo game against the computer. Each mode has different requirements for synchronization, reconnection and fairness, so they are designed rather than bolted on.

Persistence and progression

Decide what must survive closing the app: unfinished matches, settings, accounts or progress. Saved state is versioned so updates do not break existing saves.

Testing and platform release

Automated tests cover rules and state transitions; playtests cover feel and balance. Builds are prepared for the web and app stores, with crash reporting and an update path in place before launch.

Delivery approach

A practical path to the first release

  1. Define the core loop and platforms

    Agree the audience, platforms, play modes and the single loop that has to be fun. Identify who supplies art and audio, and what is deliberately out of scope for the first milestone.

  2. Make it playable early

    Build the core loop with placeholder art on the target devices and play it. Validate rules, controls and, where needed, a networked match before adding content.

  3. Build out, test and release

    Add modes and content in increments, test the rules and failure cases, run playtests and prepare store and web releases with monitoring and an update plan.

Work and engineering resources

Relevant experience you can explore

Ludo Versus

Our own Ludo game runs on the web and Android. Players can play 1v1 or four-player matches online, over a local network or on one phone, or play the computer; local matches need no sign-up and can be saved and resumed.

Play Ludo Versus

Cross-platform XR showcases

Our anonymized portfolio includes cross-platform Unity AR/VR experiences for a 5G product team and a major-league sports audience, where interaction and live demonstration were the product.

Explore the XR showcases

Engine-level work

Our open-source CustomEngine is a C++ game and VR-oriented engine, an example of rendering and engine work beyond assembling scenes in an existing engine.

Find CustomEngine in our open source

Before we start

Common project questions

Which engine or framework do you use for games?

It depends on the game. Unity suits richer 3D, physics and headsets; web technologies suit games that should open instantly from a link; Flutter can suit board and card games that share an app with other features. We recommend after looking at the platforms, art style and multiplayer needs.

Can you build online multiplayer?

Yes. We design who holds the authoritative game state, how moves are validated, and what happens when a player disconnects or rejoins. The right approach depends on player count, turn-based or real-time play, and platform mix, so the hardest networked interaction is prototyped first.

Do you provide art, animation and sound?

Our focus is game engineering. We can work with your artists or recommend sourcing, and use placeholder assets for early prototypes. The brief should say who supplies art and audio, their licensing, and any performance constraints they must meet.

Can you publish the game to app stores?

Yes. We prepare store builds, listings assets you supply, signing and release tracks, and keep the store accounts under your ownership. Store review outcomes are decided by the stores, so we plan time for review and resubmission.

What affects the cost of a game project?

The number of modes and platforms, whether multiplayer is online or local, real-time or turn-based, persistence and accounts, content volume, art readiness and live-operations needs after launch. A playable first milestone gives a much firmer basis for estimating the rest.

Can you take over or finish an existing game?

Yes. Share the codebase, engine version, platforms and the problems you see. A short review establishes whether the next step is bug fixing, performance work, a missing mode or a release, before any larger change is proposed.

Your first brief

Bring the goal and the constraints.

Describe the game and its core loop, the audience, target platforms, play modes such as online, local or versus the computer, what exists today, who supplies art and audio, and any launch date. A short gameplay description or reference game is enough to start.

Start a game project