Focused work on the
parts that matter most
Each Hopframe service addresses a specific part of mobile platformer development — the jump feel, the levels, or the movement quality. Clear scope, fixed pricing, delivered with documentation.
Back to homeWhat each service covers
The three services below are designed to solve specific problems, not everything at once. Each one has a fixed scope and a fixed price. If you're not sure which fits your situation, describe your game in the contact form and we'll help you figure it out.
All services include written notes explaining what was done and why — so the work is yours to continue, hand off, or revisit later with full context.
Jump Feel Prototype
The jump is what a player decides a game on in the first thirty seconds. If it feels uncertain, everything else struggles to compensate. This service builds the core jump-and-move feel so you can test it early and build from something solid.
What it covers
We work through movement physics, jump tuning, and build a short test level that stresses the mechanics in a useful way. The process stays exploratory — we're not locking in a final feel, we're finding a stable starting point that you can refine from there. All parameters are documented so you understand what each one does and what happens when you adjust it.
Who it's for
Creators who know that good platforming lives in the controls — and who'd rather start with something tuned than spend weeks circling the same problem without a clear direction. Good for early-stage builds where the feel isn't settled yet.
What you receive
Level Set Build
Good levels don't just fill space — they teach the player, build tension, and deliver a sense of earned progress. This service assembles a small set of handcrafted platformer levels with a gentle difficulty ramp, designed so each one feels like a step rather than a wall.
What it covers
We handle level layout, hazard placement, and checkpoint positioning. The work is shaped around your existing mechanics — not a generic template. Challenge stays fair and inviting throughout, which means the difficulty increases gradually without abrupt spikes that kill momentum. Each level comes with notes explaining what it was designed to test and how the difficulty arc was built.
Who it's for
Teams who have a working movement system and need actual levels — not a rough draft to iterate from, but something thoughtfully built that can ship or serve as a strong reference for your own level design going forward.
What you receive
Movement Polish Pass
Sometimes the movement is close but not quite there. Something feels slightly off — the controls aren't wrong, but they're not earning the player's confidence either. This service is a focused review of what you've already built, with specific, measured suggestions for tightening it.
What it covers
We review the movement system and level pacing in your existing platformer. We look for places where the feel slips — response lag, momentum that overshoots, hazard spacing that kills flow — and note what we'd adjust and why. Suggestions stay within your design intent. We're refining what you built, not redirecting it.
Who it's for
Developers who have a working game but feel something isn't quite landing — and who want a clear-eyed second look from someone who works on this specific problem regularly. Good for games that are further along but still feeling unsettled in the controls.
What you receive
A rough guide
"I'm early and the jump isn't settled yet"
You have a rough build but the controls feel unresolved and you want a solid base to build from.
→ Jump Feel Prototype"My controls work, but I need actual levels"
Movement is good enough to build on and you need thoughtfully crafted levels to put in front of players.
→ Level Set Build"My game exists but the movement isn't quite right"
You have a playable build and something feels slightly off in the controls or pacing — you want a clear-eyed second look.
→ Movement Polish PassStill not sure? Write to us and describe where you are. We'll give you a straight answer.
What every engagement includes
Written documentation
Notes explaining what was done, what was considered, and what to watch for as the game evolves.
Mobile device testing
Everything is tested on real hardware, not just in an editor. Touch response, timing, and screen scale all matter.
Full ownership
Everything delivered is yours — no licensing, no dependency, no ongoing relationship required.
Space to ask questions
After delivery, you can ask questions about the work. We'll answer with the same care we put into the output.
Tell us about your game
Share where you are in the process and what's feeling uncertain. We'll help you work out which service fits — or let you know honestly if none of them do.
Get in touch