Prototype First, Polish Later
We build rough versions fast to test core mechanics. If something isn't fun in the prototype, it won't magically get better with nice graphics.
Mobile Platform Game Development
We started MurmurCrestPaper because we got tired of seeing mobile games that felt like quick cash grabs. Our team wanted to create something different — games that players would remember and come back to, not just download once and forget.
Back in early 2023, three developers sitting in a cramped apartment in Panvel had an idea. We'd all worked on mobile games before — some successful, some not so much. But we kept noticing the same problems everywhere.
Games were getting released half-finished. Studios promised updates that never came. Players were frustrated, and honestly, so were we.
So we decided to try something new. Instead of rushing to launch, we'd actually finish our games first. Instead of chasing trends, we'd build mechanics that made sense. And instead of treating players like walking wallets, we'd listen to what they wanted.
It sounds simple when you say it out loud. But in practice? It meant longer development cycles, tougher decisions, and learning to say no to shortcuts.
We run actual playtests with real people before anything goes live. Not quick surveys — actual sessions where we watch people play and take notes. It's slower, but we catch problems early instead of patching them later.
Our goal isn't to get a million downloads in week one. We want players who stick around for months. That means focusing on gameplay depth, regular content updates, and actually responding to community feedback.
When something breaks, we say so. When a feature takes longer than expected, we explain why. Players appreciate honesty more than marketing speak, and it keeps us accountable.
Every studio says they care about quality. Here's what that looks like for us in practice:
We build rough versions fast to test core mechanics. If something isn't fun in the prototype, it won't magically get better with nice graphics.
Each game goes through at least three rounds of testing with different player groups. We track what confuses people, what keeps them engaged, and where they drop off.
A game that runs smoothly on older devices beats one with fancy effects that lags. We optimize early and often, because most players don't have flagship phones.
Launch day is just the start. We monitor player feedback, track analytics, and roll out updates based on what we learn. Games evolve, and we plan for that from day one.
We're a small group — developers, designers, and testers who've worked across different studios and learned what works (and what doesn't). Some of us came from bigger companies where bureaucracy slowed everything down. Others started in indie teams that moved fast but lacked structure.
At MurmurCrestPaper, we're trying to find the balance. Small enough to stay nimble, organized enough to ship quality work.
Our team works from different parts of India. It gives us flexibility and lets us hire based on skills, not location. We use tools that keep everyone synced without constant meetings.
Anyone can question a design decision or suggest improvements. The best ideas don't always come from senior people, and we want everyone contributing their perspective.
Mobile gaming changes fast. We set aside time for the team to experiment with new tools, study successful games, and share what we learn with each other.