Jox Games Blog
How we build games, and how to play them better.
Design notes, player guides and honest writing from a small studio in Istanbul.
How to Get a High Score in Catch the Cup
Seven techniques that actually raise your Catch the Cup score: rhythm tapping, obstacle reading, recovery after a near miss, and when to slow down.
Read articleMobile Games That Actually Work in Airplane Mode
How to tell before takeoff whether a game will still run at 30,000 feet, what to check on the ground, and the categories that survive with no signal.
"Offline" Games That Secretly Need Internet
Why so many games labelled offline still fail with no signal, the four patterns behind it, and how to spot them before you are stuck on a train.
Small Mobile Games Under 50MB That Are Worth the Space
What a small download actually buys you — faster installs, older phones, less storage pressure — and how to judge whether a small game is small on purpose or just unfinished.
What Makes a One-Tap Game Actually Good
One-tap games live or die on feel, not features. A look at input latency, difficulty curves, failure framing, and why most of them get it wrong.
Games to Play on the Subway When There's No Signal
A commute is a specific set of constraints: one hand, no signal, unpredictable interruptions. What makes a game survive it, and what rules one out.
Mobile Games Without Forced Purchases or Interrupting Ads
Most casual games monetise by making the game worse and selling the fix. A clearer standard: what is optional, what is required, and how to tell the difference before you install.
Building a Mobile Game Studio in Istanbul
Why Istanbul is an unusually good place to build mobile games, what the ecosystem actually offers a small studio, and the parts nobody mentions.
A Parent's Checklist for Mobile Games Without Ad Pressure
What to actually check before handing a phone to a child: age ratings, ad behaviour, purchase prompts, offline capability, and the settings that matter more than any of them.
Endless Runner Games: Why the Genre Refuses to Die
Endless runners have survived every shift in mobile gaming since 2011. A look at the mechanics underneath and why the format keeps working.
Why We Don't Interrupt Your Run With Ads
Mid-run interstitials are the standard monetisation move in casual mobile games. Here is the argument for not doing it, including the part that costs money.
What to Look for in a Game You Play on a Five-Minute Break
Not every mobile game works in a queue or a coffee break. The specific qualities that make a game suitable for short sessions — and the red flags that rule one out.
How We Built Catch the Cup
The development story behind our first release: what the prototype got wrong, the features we cut, and the two weeks spent on a single tap.
