Hop Raider

In two months, I led the design of a mobile platformer from concept to App Store launch. Hop Raider earned Product Hunt's game of the week and maintains a five-star average rating.

Role
Lead Product Designer & Visual Designer
Timeline
2 months
Platform
iOS, Android & macOS
Team
1 designer, 1 developer

TL;DR: I researched, designed, and shipped a cross-platform mobile game in two months — focusing on one-finger accessibility, ethical monetization, and research-driven design decisions. The result: Product Hunt game of the week and a sustained five-star App Store rating.

The Challenge

The brief was ambitious and open-ended: design and build a mobile game that is simple, fun, free of predatory practices, works offline, and runs well on low-powered devices. I built a research plan to narrow down this ambiguity into actionable design constraints.

Research & Insights

I framed four research questions to define the product direction:

What is our target audience?
What are the mobile gaming habits of our potential users?
Which similar games have succeeded, and how?
What makes a mobile game good?

I conducted four research methods: market and competitor research, interviews with regular mobile gamers, interviews with industry specialists, and surveys of potential users within the target demographic.

Key findings

Mobile gamers in our target demographic are willing to pay a small amount for software but dislike ads and microtransactions.
Players do not want to pay to progress. Monetization gating is a top reason for uninstalling.
Players stop playing when the game feels repetitive or when they have completed all content.
Not all devices are high-end. Many users experience performance issues with 3D graphics.

Design Process

From research, I concluded that a one-hand, one-finger game was ideal — something fast-paced that invites the player to improve with each attempt. I started working on a 2D platformer inspired by classic Game Boy-era Mario games.

Paper sketches exploring different game orientations including horizontal and vertical layouts
Exploring horizontal vs. vertical orientations and level structures
Paper sketch of the vertical portrait approach showing platform placement and character movement
The vertical portrait approach won out for one-handed play

I studied different possibilities — levels vs. endless, vertical vs. horizontal, fixed vs. procedural generation. I settled on a combination of Mario and Flappy Bird: a platform game reminiscent of Mario that can be played with one finger and is infinitely generated until the player fails.

This solved two key research findings at once: infinite generation prevents content exhaustion, and one-finger controls ensure accessibility across device sizes and usage contexts.

Testing & Iteration

I built several prototypes to evaluate gameplay mechanics separately from visual style, and mockups to test art direction independently.

Very basic geometric prototype of the game showing colored rectangles as platforms
First prototype: pure mechanics, no art

Prototype testing revealed several key decisions:

Final Solution

The final product is an infinite runner with procedural generation — each session is unique. The player jumps between platforms to avoid lava, water, and obstacles while collecting coins. The gameplay is extremely simple: the character walks automatically, and the player taps anywhere to jump. Press duration controls jump distance — a challenging but accessible mechanic that anyone can learn in seconds.

Tutorial screen showing the one-finger tap-to-jump mechanic with visual instructions
The player only needs one finger to play
Close-up of the in-game interface showing score, coins collected, and level indicator
Clean in-game UI: score, coins, and level — nothing extraneous

Earned coins unlock new maps with distinct visual styles and gameplay dynamics. Each map supports normal and hard modes — the latter adds impassable rock platforms for experienced players.

Critically, I made deliberate ethical decisions throughout: no ads, no pay-to-progress mechanics, and no dark patterns. Every unlock is achievable through gameplay alone. This aligned with our research finding that our audience actively avoids predatory monetization.

Grid of all unlockable character skins showing the variety of customization options
Every skin is unlockable through gameplay — no paywalls

Impact & Legacy

Hop Raider was well received across every community where it was shared, including Forocoches (the largest Spanish-language forum by active users) and Product Hunt, where it earned game of the week.

Product Hunt listing showing Hop Raider's upvote count and game of the week badge
Product Hunt game of the week

Since launch, Hop Raider has maintained a five-star average rating on the App Store with a consistent stream of positive reviews.

App Store reviews showing multiple five-star ratings with positive comments about gameplay and art style
Sustained five-star App Store rating

This project validated that research-driven design principles apply beyond enterprise software. User interviews, rapid prototyping, and iterative testing produced a polished product in just two months — and the ethical monetization decisions proved that respecting users is not at odds with building a successful game.