CASE STUDY · Hyper-Casual Mobile Game
Cream Tap Master
A one-tap dessert-decorating game for iOS and Android with 3M+ App Store downloads — designed, built, tuned and live-operated by BloodNexus in Unity.
- Genre
- Hyper-casual timing game
- Platforms
- iOS · Android
- Engine
- Unity (C#, DOTween, IL2CPP)
- Downloads
- 3M+ on the App Store
- Our role
- Design, art, audio, code, live ops
The brief
Tap to start the cream, tap to stop — and land it perfectly on the dessert. The whole game rests on one input, so every millisecond of feel matters.
We prototyped the tap feel first, built tools to tune each level's timing windows, layered in the 'juice', then soft-launched to tune retention and ads before going global.
Challenges we solved
One input, always fresh
Variety comes from target speed, dessert shapes and cream flow rate — not extra buttons — so level 50 feels different from level 5.
Hard but fair
Perfect, good and fail zones reward near-misses while keeping a perfect tap special; failure is funny and retry is instant.
60 FPS on cheap phones
Texture atlases, sprite batching, object pooling and device-scaled particles keep it smooth on entry-level Android.
Ads without churn
Interstitials sit at natural breaks and rewarded video is always optional; remote config tunes frequency without a new build.
What we built
- One-tap cream flow with three timing zones
- 30–90 second levels, data-driven configs
- Particles, sound and haptic feedback
- Unlockable desserts and seasonal skins
- Rewarded video and interstitial mediation
- Analytics and remote config live ops
Results
- 3M+ downloads on the iOS App Store
- Stable 60 FPS on iOS and entry-level Android
- Soft launch → global launch, with ongoing live ops
Developed by BloodNexus Studio as development partner to NipsApp Game Studios.
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