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MVP Roadmap: 2D Mobile Game (iOS+Android, Canada/NZ, Managed Services) #56

@mcbastard193-oss

Description

@mcbastard193-oss

Overview

Create an MVP (Minimum Viable Product) for a 2D stylized mobile game focused on quick, skill-based PvP matches, built for iOS and Android using Unity. The primary market for soft launch is Canada + New Zealand, with a budget of $100k–$300k. Core monetization is via virtual goods (no cash-out), compliant with app store rules. Use managed backends (PlayFab + Photon) for reduced infra overhead and rapid iteration.

Milestones

  1. Sprint 0 — Planning (1 week):

    • Finalize game design doc and wireframes
    • Choose official Unity setup, PlayFab, and Photon
    • Repo setup, CI/CD pipelines, task boards
  2. Sprint 1 (Weeks 1–2): Prototype core gameplay (local only)

    • Implement one playable mode and map, with stylized 2D assets
    • Basic HUD: play button, end screen
  3. Sprint 2 (Weeks 3–4): Backend sync & matchmaking

    • Integrate PlayFab auth, email/social login
    • Photon (or PlayFab) server-authoritative networking
    • Quickmatch matchmaking, lobbies, server result checks
  4. Sprint 3 (Weeks 5–6): Economy, shop, and IAP integration

    • Mobile wallet for virtual currency + shop UI
    • Connect Apple/Google IAP (sandbox/test)
    • Receipt validation, item delivery
  5. Sprint 4 (Weeks 7–8): Tourneys, leaderboards, analytics

    • Tournaments (virtual payout only), leaderboards via PlayFab
    • Analytics event tracking (Amplitude or Firebase), Sentry for crashes
    • Admin panel for content/prices/KPI review
  6. Sprint 5 (Weeks 9–10): Polish, social, anti-cheat

    • Refine UX, onboarding, friend invites
    • Server-side anti-cheat logic, perf optimization
    • Soft-launch build pipeline
  7. Sprint 6 (Weeks 11–12): Live soft launch, iterate

    • Deploy backend for CA/NZ; open app stores for test audiences
    • Track retention, ARPU, crash rate; live hotfixes
    • Address store feedback, tune monetization

Tech Stack

  • Client: Unity 2D (C#), stylized art pipeline
  • Backend/Realtime: PlayFab (user, economy, tournaments), Photon (matches)
  • Platforms: iOS, Android
  • Payments: Apple App Store / Google Play Billing
  • Analytics: Firebase (default), Amplitude (if budget allows)
  • LiveOps: Sentry for crashes; PlayFab/Photon dashboards
  • Ads: AdMob/Unity Ads (rewarded only)
  • Infra: All managed/SaaS for speed

Acceptance Criteria

  • End-to-end PvP game loop functional
  • Virtual goods shop/lifecycle complete, IAP receipts verified
  • Tournament and leaderboards functional via PlayFab
  • Crash rate <1% for test cohort, analytics correct
  • Meets Apple/Google guidelines, passes store review

KPIs for Soft Launch

  • D1/D7 retention, ARPU, conversion %, crash rate, session time

Next Steps

  • Assign team: Unity dev, backend integrator, part-time QA, contract artist
  • Build wireframes/visual direction for 2D stylized design
  • Setup repo, boards, CI/CD
  • Begin Sprint 1

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