iOS and Android
Mobile-first development and level production.
Your match-3 game needs more levels than your team can build, a new booster that will not break level 400, or a first board that cascades the way players expect. Match-3 game development lives in those production bottlenecks, and the fastest way through is usually a small, reviewable level pilot. Cobweb Games works inside your editor and your review process. You send the build, the mechanics, and sample levels. We return level files, design notes, and playtest observations, and you judge the work before committing to volume. Starting from zero? We build complete boards too.


A pilot is a short, bounded engagement that shows you how we work before you commit to ongoing production.
Swaps, valid matches, cascades, refill logic, and no-move recovery, built and tested before any content goes on top. A board that refills unfairly poisons every level after it.
Objectives, layouts, move budgets, and mechanic introductions, sequenced so each new blocker arrives when players are ready for it. Part of our wider game level design practice.
Playtest observations and your available analytics, reported side by side so you always know what was measured and what was judged.
Booster behavior, special-tile combinations, and blocker interactions, with every edge case documented. The bugs live where two specials collide.
We work in your level editor and file formats, inside your approval workflow, so delivered levels drop straight into the build.
Tiles, effects, event levels, and regression testing for live games. 2D game art handles new tiles and blockers, and game testing checks every mechanic interaction.
Build or editor access, mechanic documentation, sample levels, and your difficulty goals.
Agreed level files, design notes for each level, playtest observations, and a revision round.
New mechanic engineering and tool development. Those are scoped separately, so the pilot stays a clean test of level design quality.


Do you need a new build, a feature, a level pilot, or ongoing content? Include your engine and editor details, platform, current stage, and your next milestone.


Mobile-first development and level production.

We review compatibility with your existing engine and level tools before committing to volume. Unity game development is available for new builds.

Scoped separately, with their own input and testing plans.
Level design and mechanic engineering are scoped separately, so you always know what you are paying for.
Level files, design notes, and playtest observations in formats your team already uses.
New tiles, effects, and regression tests come from the same team that designs the levels.
Match-3 has held a massive audience for well over a decade. Players arrive knowing the rules, so your game competes on content quality.
An external level team scales your output for a content push without adding permanent headcount.
Documented edge cases and regression testing protect hundreds of live levels every time a booster or blocker is added.
Playtest notes and level data guide pacing decisions, so difficulty spikes are deliberate.
A steady level pipeline keeps events and content drops on schedule.
Every level comes with design notes, so your team always knows why a level was built the way it was.
We learn your mechanics, editor and file formats. Output: a compatibility check and access list.
Objectives, mechanics in play, difficulty targets, and acceptance criteria. Output: a signed-off brief.
Levels built in your editor and played by our team. Output: level files with playtest notes.
Your team reviews against the agreed brief, and we revise. Output: approved levels.
Volume, cadence, and review process for ongoing content, set by what the pilot showed. Output: a production schedule.


Builds objectives, layouts, and move budgets for content-only and full-game work.
Joins when the project needs new mechanics, boosters, or editor features.
Creates tiles, blockers, effects, and interface for new content.
Runs mechanic interaction and regression tests on every delivery.

Board logic, cascades, and special-tile effects built for smooth mobile performance.

We work inside your existing tools and file formats wherever possible.

Automated checks for unsolvable boards and broken objectives before levels reach review.

Win rates, fail rates, and booster usage tracked level by level.

Mechanic interaction tests run on every content delivery.
Cobweb was the first studio that asked about our pipeline before they asked about the brief. Every asset they delivered integrated cleanly on the first import. That had not happened before on an outsourced production.
The environment art they delivered had zero performance issues in the build, and the visual quality matched the concept art exactly. No notes from the art director on the first submission. For an external team working from a reference they had not produced, that is not the typical outcome.
From early prototyping through worldwide launch, Cobweb Game drove our indie game from idea to finished product. Their development expertise and detailed feedback helped refine our game design at every stage. Moreover, their professional project management and programming allowed us to realize our vision on an expedited timeline and budget. We could not be happier with the development services or the successful final product.
Cobweb Games has been an absolute pleasure to work with! Their creativity and attention to detail are unmatched. The team was highly responsive to our feedback and delivered a game that exceeded our expectations. We can't wait to collaborate on our next project.
Usually, yes. We review the editor, the access requirements, and the supported file formats first, then confirm before committing to level volume.
Yes. Levels built on your existing mechanics are content work. New mechanics, boosters, or editor features are engineering work, scoped and priced separately.
We look at objectives, move limits, board constraints, and where the level sits in the player's journey, then combine our playtest observations with any live data you share.
No. Retention depends on the whole product, from onboarding to economy to live operations. We commit to the agreed deliverables, documented design reasoning, and a review process you can audit.
The mechanics involved, how ready your editor is, documentation quality, level volume, testing depth, and the number of revision rounds.
Yes. The core board, content, art, metagame, and integrations are each defined as separate scopes, so you can see and approve every part of the build.











