Making a game should cost an afternoon, not a year.
Every studio has the same folder. It is full of games that were built, polished, shipped, and then met an audience that did not care. Months of work, and the thing that would have told you was a two day test you could not run until the game already existed.
That order is backwards, and it is backwards for a boring reason: making the thing was expensive. Building a prototype meant an engine, a toolchain, an artist, and weeks. So nobody prototyped ten ideas. They picked one and hoped.
Tapugo exists to put the cheap part first.
Describe a game, or show us forty five seconds of one, and you have something playable in one sitting. Argue with it until it is fun. Then put it in front of strangers on Facebook and watch what they do: whether they tap it, and how far they get when they do. The ones that earn it become native games on the App Store and Google Play, with a click, from the same place.
The cheap half tells you which games deserve the expensive half. Not so you ship more games. So you can afford to be wrong about nine of them and right about the tenth.
What we believe
- Playable beats described. Nobody can tell whether a game is fun from a document. Get it running and find out.
- Numbers should be honest about their own weakness. A click rate off two hundred impressions is noise, and we say so rather than let you build a month of work on it.
- Your work is yours. Your games, your code, your art. We do not train on your projects.
- A person reads every release. The Tapugo Store is small and reviewed by a human, because a store nobody curates is a store nobody trusts.
Tapugo Games Inc. is a company incorporated in Ontario, Canada.