The name

Bounce, then comet

Bounce is the feel we chase. A casual game lives or dies in the half second after you tap: the little hop of a token as it lands, a die that settles instead of snapping, a button that gives slightly before it goes. Get that right and a plain set of rules feels wonderful in the hand. Get it wrong and no amount of content rescues it.

Comet is the streak. It is the run you do not want to break, the daily reward you come back for, the win you protect because losing it would sting. A bright thing with a long tail, moving fast. That is what we want the games to feel like, and it is a fair description of a studio that has just shipped its first game.

Comet, the Bouncy Comet mascot: a purple rock comet with glowing red lava cracks, flying on a green-yellow trail of rock chunks
This is Comet. It turns up wherever the studio does.

What we build

Six genres, one standard

So far we have shipped one: Dice Duo, a board and dice game for two. The rest are where we want to go next, and they all answer the same question from a different angle: what makes a person open the game again tomorrow?

Puzzle

Puzzle is where we find out whether an idea is actually good. A puzzle rule cannot hide behind speed or spectacle. If the loop is dull at ten seconds it will still be dull at ten minutes. We aim for the small earned click of understanding, then hand you a slightly harder version of the same thought.

Hypercasual

Hypercasual keeps us honest about clarity. One input, one goal, nothing to read. We treat it as a discipline rather than a shortcut: if a new player cannot explain the game to a friend after a single round, the design is not finished, no matter how nice it looks.

Arcade

Arcade is about the retry. How fast does a round restart, how clearly do you understand what beat you, and does the next attempt feel like your own idea instead of the game nagging you? Short rounds, readable failure, no waiting between you and one more go.

Hybrid-casual

Hybrid-casual is where a simple loop earns depth. We start with a core anyone can play in the first ten seconds, then layer progression, collection and longer goals on top only once the base game is genuinely fun without them. Depth should be a reward, never a patch over a weak loop.

Board & dice games for two

Dice Duo lives here, because games get better when someone else is in the room. Two players on one device is the version we love most, because you get to watch the other person's face when the dice turn on them. Online matchmaking matters too, but we design for the table first and the internet second.

Kids & Family

Children's games get the strictest brief in the studio. Big targets, forgiving inputs, nothing you need to read before you can start, and no pressure mechanics anywhere. If a feature would only work by nudging a child toward a purchase or a ticking timer, the feature is cut.

How we work

Four steps, repeated until it feels right

Every idea goes through the same loop. Most of them do not survive step one, and that is the point of having a step one.

  1. Prototype in a week

    A new idea gets seven days and no art budget. Gray boxes, placeholder dice, one input. If the raw loop is not fun with nothing pretty on the screen, more time will not save it, and we shelve it without ceremony.

  2. Test the first ten seconds

    We hand the build to someone who has never seen it and then say nothing at all. Where do they tap first? What do they think the goal is? If we have to explain the rules out loud, the rules are wrong, not the player.

  3. Polish the feel

    This is the longest phase by far. Roll timing, how a token travels across the board, the weight of a button press, the sound that lands when your last token clears. Feel is not decoration. It is most of the reason a casual game gets a second session.

  4. Ship and keep tuning

    Launch is the start of the work, not the end. We watch where players stall, rebalance the bot, fix whatever turns out to be annoying in real hands, and add the things people actually ask for. A live game is a conversation, not a delivery.

Our principles

What we will not do

Casual mobile has a bad reputation for a reason, and most of it is earned. These are the lines we hold, written down so you can hold us to them.

  • No rigged table

    Both players sit down to the same rules, and every roll lands on the table where both of you can see it. No match is ever played for real money.

  • No dark patterns

    No countdown invented to rush you, no fake shortage, no confirm button dressed up so you misread it. If an offer is genuinely good it survives being described in plain language, and if it does not survive that, it was never a good offer.

  • No cash prizes

    Coins are game pieces, whether you earn them or buy them. They have no cash value, there are no cash prizes, and nothing can be withdrawn or traded for money. A dice game on our shelf is a board game, and it stays one.

  • No disguised ads

    Banners and between-game ads always look like ads, and a rewarded ad is always a choice: watch one for a few coins, or skip it. No ad is ever dressed up as a game button to farm mistaken taps.

  • No vague data talk

    We say what a game collects and why. The Privacy Policy lists every kind of data and who processes it, and you can delete a Dice Duo account from inside the game or from this site.

  • No forced accounts

    Playing the computer or a friend on the same phone never needs an account. Create one when you want online matches, saved progress and leaderboards. If you would rather just play, that path stays open.

Want to work with us?

Publishers, UA partners, artists, sound designers and anyone who just wants to tell us the bot plays too well. We read everything that arrives.

New here? Meet Dice Duo, or follow along on Instagram and Facebook: @bouncycometgames.