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Case Study 04

Blocksiege

Snap-to-grid tower defenseUnityMobile
The brief

What we set out to prove

A tower defense game with a genuinely funny tutorial and a difficulty curve mean enough that beating it felt earned - in a genre where most mobile entries either hand-hold forever or wall players behind a paywall dressed up as difficulty.

The challenge

What made it hard

Tower defense lives or dies on the tutorial. Teach too little and players bounce off confused; teach too much and the game feels like homework before it's allowed to be fun. And on mobile specifically, monetization pressure often pushes studios toward "pay to skip the hard part," which we didn't want any part of.

Our approach

How we solved it

We wrote the tutorial as if it were a level, not a lecture - every mechanic gets introduced by putting the player in a situation where the tool is obviously useful, with the "teaching" text kept to one line, played for a laugh where it could be. Difficulty scaling was hand-tuned wave by wave rather than through a generic formula, so spikes felt intentional instead of arbitrary. We made an early call to keep monetization to cosmetic-only unlocks, with zero pay-to-win mechanics - meaning difficulty could stay honest without it doubling as a monetization lever.

The result

What shipped

Blocksiege's tutorial completion rate came in well above genre average, and its store reviews consistently call out the humor - a signal the "teach through the level, not around it" approach worked. It's also our first fully cosmetic-monetization title, and it's outperforming our earlier pay-gated experiments on long-term retention.

UnityC#Custom grid/pathfinding systemCosmetic-only IAP layer
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Got a game that needs this kind of attention?

Pitch the problem - we'll tell you which engine, and how we'd prove the fun first.