Movement first
Jump arc and collision tuned before any level was built.

HAPZ CASE STUDY / HAPZ original — live on Google Play
A pixel-art platformer built and published by HAPZ, with ten hand-built levels across candy, desert, sky and space biomes.
Project At A Glance
The Experience
Everything else — art, levels, enemies — sits on top of whether the player trusts the jump. Arc, air control and collision have to be consistent enough that a missed jump always feels like the player's fault.
This is a HAPZ original. We own the IP, and the build is live on Google Play — design, code, art pipeline, store submission and updates all in-house.
PROJECT BRIEF
WHAT HAPZ DELIVERED
A HAPZ original taken from concept to Google Play: level design, pixel art integration, controls, progression and release.
Jump arcs, collision and momentum tuned until movement is predictable — the thing a platformer has to get right before anything else matters.
Ten levels across distinct biomes, built on a content pipeline that adds a level without engineering work each time.
FROM THE GAME






Production Conversation
Jump arc and collision tuned before any level was built.
Distinct visual themes that change how a level reads without changing how it controls.
On-screen controls sized and placed for thumbs, not for a desktop test build.
Bring The Right Context
Bring the game loop, target platform, current build, or the milestone that is under pressure. We will help you find the most credible next step.