BloodNexus.

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

01

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.

02

Hard but fair

Perfect, good and fail zones reward near-misses while keeping a perfect tap special; failure is funny and retry is instant.

03

60 FPS on cheap phones

Texture atlases, sprite batching, object pooling and device-scaled particles keep it smooth on entry-level Android.

04

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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