2D Mobile Game Development

A polished 2D game that feels good under a thumb, built in Unity and ready to submit to Google Play and the App Store.

From $10,000 one-time

2D Mobile Game Development at Omebly
  • Founder-led
  • Fixed written quote in 48 hours
  • Milestone payments
  • NDA on request
  • Lifetime bug-fix support
Who it's for

Built for teams like yours

Founders with a game idea

A playable 2D prototype early, so you can test the core loop before paying for full content.

Brands and agencies

A short branded mobile game that people actually finish, with your art style and no gambling mechanics.

Educators and kids' apps

Simple, touch-friendly learning games with clear feedback and gentle difficulty.

What you get

Everything in your 2d mobile game development project

01

Game design document

The core loop, controls, levels, progression and monetisation written down before art starts.

02

Playable prototype

A grey-box build on your own phone to prove the main mechanic is fun.

03

2D art and sprite animation

Characters, backgrounds and UI drawn for your art style, rigged or frame-animated and packed into optimised sprite sheets.

04

Touch controls and haptics

Tap, swipe, drag and virtual-stick controls tuned on real devices, with haptic feedback where it helps.

05

Levels and difficulty curve

Hand-built or rule-based levels with a progression that ramps up without frustrating new players.

06

Sound and music

Effects and music sourced or produced to fit, mixed so they work on phone speakers.

07

Ads or in-app purchases

AdMob or Unity Ads placements and in-app purchase hooks, only if your plan needs them.

08

Store submission files

Signed Android and iOS builds, icons, screenshots and listing text prepared for review.

CHAPTER 01

A mobile game development company for 2D games

Most of the games people actually play on the bus or in a queue are 2D: puzzles, runners, platformers, merge games and simple arcade titles. As a mobile game development company focused on this space, Omebly designs and builds 2D games for Android and iOS in Unity, from the first sketch of the idea to the files you submit to Google Play and the App Store.

01.1

Who it suits

2D is a good fit when the game depends on a clear, readable screen and quick sessions. It also suits founders testing a first game, brands that want a short playable campaign, and education products that need something friendly and touch-first. Part of our game development service at Omebly Game Development, this page is about 2D on phones specifically. If you want depth, camera movement and 3D characters, see our 3D game development page instead.

CHAPTER 02

What a 2D mobile game build includes

Every project starts with a short game design document. It sets out the core loop (what the player does again and again), the controls, how levels are structured, how difficulty rises, and whether the game earns through ads, in-app purchases or a one-off price. Writing this down first stops the most common problem in small game projects: art being produced for features that later change.

02.1

A playable prototype

Next comes a playable prototype. It uses plain shapes rather than finished art, and it runs on your own phone. This is where we test the thing that decides whether a mobile game works at all: how it feels under a thumb. Jump height, swipe sensitivity, how long a tap takes to register and how forgiving the hit boxes are all get tuned here.

02.2

2D art and animation

Once the mechanic feels right, production adds the 2D art and animation. We work in your chosen style, whether pixel art, flat vector or hand-painted. Characters are either frame-animated or rigged with bones in Unity’s 2D tools, and everything is packed into sprite atlases so the game loads quickly and uses little memory. Menus, settings, a pause screen and a simple tutorial are designed to work one-handed on small screens.

02.3

Sound

Sound matters more than people expect on mobile. We add effects for every important action and music that loops cleanly, mixed so it still works through a phone speaker.

02.4

Ads and in-app purchases

If your plan includes ads or in-app purchases, we place them where they fit the flow, such as an optional ad to continue a run or a banner on the menu, not in the middle of play. We keep them simple and clear, and there are no gambling, betting or real-money mechanics in anything we build.

CHAPTER 03

How we approach 2D games: the decisions that matter

Portrait or landscape. Portrait suits one-thumb play and quick sessions; landscape suits platformers and two-thumb controls. We decide this with you in the design stage because it changes every screen.

03.1

Screen sizes and notches

A 2D layout has to work on a small budget Android phone and on a tall iPhone with a notch. We use Unity’s safe areas and scale the camera so nothing important sits under a notch or a rounded corner.

03.2

Pixel art versus vector style

Pixel art needs careful camera and import settings to stay crisp. Vector or painted art needs good compression so file sizes stay small. Your style choice affects the build size and the art time, so we explain the trade-off before you commit.

03.3

Levels by hand or by rules

Hand-built levels give the most control. Rule-based or procedural levels give more content for the time spent. Many casual games mix both: hand-made early levels to teach, then generated ones later.

03.4

Performance on modest phones

We agree a minimum supported device at the start and test on real low and mid-range phones every week, not only in the editor. Draw calls, overdraw from transparent sprites and memory spikes are checked early, because they are much harder to fix at the end. Our game optimisation work covers this in more depth for existing games.

CHAPTER 04

Timelines and what affects cost

We do not quote a fixed timeline before we understand the game. As a rough guide, the stages above run from a few weeks for a prototype to a few months for a finished casual game. The things that move the timeline and the price most are:

  • Number of levels and how they are madeTwenty hand-built levels take far longer than one endless mode.
  • Art style and amountDetailed frame-by-frame animation costs more than rigged characters or simple shapes.
  • MonetisationAds are quick to add; in-app purchases with a shop, restore purchases and server-side checks take longer.
  • PlatformsAndroid and iOS together need more testing and two store submissions.
  • Extra featuressuch as cloud save, daily challenges or multiplayer. If real-time play is part of the idea, our multiplayer game development team plans it from the start.
04.1

Prices

The starting price for a casual mobile game is shown on the parent service page. Your final figure comes in a fixed written quote after the free consultation, so you know it before work begins.

CHAPTER 05

Why Omebly for your 2D mobile game

Every project is led by our founder, Nazmul Hussain, who has 10+ years building websites, apps and digital products. You get a fixed written quote within 48 hours of the consultation, milestone payments that you release only after you have played the build, and a new build to try every week.

05.1

You own everything

Once the project is fully paid, you own the source code, the art we created and the accounts we set up. An NDA is available on request if your idea is not public yet. Bugs in code Omebly wrote are fixed free under our support policy; new levels and features are quoted separately as small fixed jobs.

05.2

We build games ourselves

We also build multiplayer games of our own: the Omebly App, currently in testing on Android, includes Ludo and chess rooms that our team built in-house.

05.3

Talk to us

Have a game idea you want to see on a phone? Message us on WhatsApp at +91 70444 33991 or book a free consultation.

How we work

From first call to hand-over

  1. 1

    Free consultation and game brief

    1 week

    We talk through the idea, reference games, target players and devices, then send a fixed written quote.

  2. 2

    Game design document

    1-2 weeks

    We agree the loop, controls, level plan and art direction in writing.

  3. 3

    Playable prototype

    2-3 weeks

    A rough but playable build on your phone to test feel before art is produced.

  4. 4

    Production with weekly builds

    4-10 weeks

    Art, levels, sound, UI and monetisation are added, with a new build to play each week.

  5. 5

    Testing and store submission

    1-2 weeks

    Device testing, performance checks and preparing the store submissions with you.

Tools we use
  • Unity
  • C#
  • Aseprite
  • Adobe Photoshop
  • Blender
  • AdMob
  • Unity Ads
  • Android Studio
  • Xcode
  • Git
Packages

Pick a starting point

From $10,000 one-time. Every project gets a fixed written quote after a free consultation, with milestone payments.

Prototype

From $10,000

  • Game design document
  • Playable grey-box prototype on Android or iOS
  • Core controls tuned on real devices
  • Go or no-go review call
MOST CHOSEN

Casual 2D game

Fixed quote

  • Everything in Prototype
  • Full 2D art, animation and sound
  • Levels, menus and progression
  • Ads or in-app purchase setup
  • Google Play and App Store submission files

Casual game plus live updates

Fixed quote

  • Everything in Casual 2D game
  • Remote config for tuning levels without a new release
  • Analytics events for drop-off points
  • A planned first content update
Compare

Omebly vs a template or asset-store game kit

OmeblyA template or asset-store game kit
Core mechanicDesigned and prototyped around your ideaWhatever mechanic the kit ships with
Art styleDrawn for your game and audienceThe same assets other games already use
Feel on real phonesControls and frame rate tuned on Android and iPhone devicesOften tested only in the editor
Store review readinessBuilds and listing files prepared against current store policiesReskinned kits can be flagged as repetitive content
Code qualityClean C# you own and can extendKit code you must learn and untangle
Bug fixesBugs in code Omebly wrote fixed free under the support policyDepends on the kit seller
FAQ

2D Mobile Game Development: questions people ask

Why build a 2D game instead of 3D for mobile?

2D games usually load faster, run smoothly on older and cheaper phones, and take less art time, so more of the budget goes into gameplay and levels. Puzzle, casual, platformer and top-down genres often read more clearly in 2D on a small screen. If your idea depends on camera movement or depth, we will say so and suggest our 3D service instead.

Can you make a game like one I already play?

We can build a game in the same genre and with similar mechanics, because game rules and genres are not owned by one studio. We will not copy another game's characters, art, name, levels or code. During the design document stage we help you find a twist, theme or mechanic that makes your version feel like its own game.

Will my game work on older and budget Android phones?

We agree a minimum device and Android version at the start and test on real low and mid-range phones, not only flagships. Sprite atlases, compressed audio and a light memory footprint help 2D games run well on modest hardware. If a feature would hurt performance on your minimum device, we flag it before building it.

Is the game approved by Google Play and the App Store once you deliver it?

We cannot promise approval, because the stores make that decision. What we do is prepare signed builds, privacy details, age ratings and listing assets against the current store policies, and help you respond if a reviewer asks for changes. Your developer accounts stay in your name, which both stores expect.

Do you build hyper-casual games?

Yes. Hyper-casual games have one simple mechanic, short sessions and quick restarts, and they rely on that first few seconds feeling right. We prototype several variations of the core action quickly so you can choose the version that plays most naturally before we add polish, levels and ad placements.

Can the game also run in a web browser?

Often, yes. Unity can export the same 2D game to WebGL so it runs in desktop and mobile browsers, though some features such as in-app purchases work differently on the web. If a browser version matters, tell us early so controls and file size are planned for both. Our WebGL games page covers browser-first projects.

Start a project

Let's talk about your 2d mobile game development project.

Tell us what you have in mind. You get a free consultation and a fixed quote within 48 hours.

Prefer email? info@omebly.com

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