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A little bit of luck
and a healthy bit of hustle.

A new alien world.
A man without a plan.

The Planet—X Story

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Planet-X started
with an idea.

An ambitious idea, to say the least.

But somehow, this “I have a great idea for an app” turned into one of the highest rated mobile games in the stores. Let’s tell the story about how this happened.


Okay, so, great games sell themselves by creating a unique and unforgettable experience. More than just a game, an interesting experience must have:

  • Interesting Characters,
  • Engaging Plot,
  • Beautiful Presentation,
  • Wonderful Music and
  • Exciting Gameplay.

The way we played Android games
was about to change.

Like, forever.

So, the next logical step was coming up with a game idea (that’s what we are calling it here). Just so you know, a game idea is a brief description of the game.

Game idea: “Planet X”. An airplane crash lands in the planet X with a main character of an alien Bud. The main objective is to collect stuff to build a spaceship and fly back home. There are more than 100 levels, and the game is free to play.

Keeping this in mind, we worked on:


We chose Unity because of its track record and stability. Designing a game this large and complex needs a solid foundation. Unity’s flexibility allowed us to focus more on our game and less on the underlying code.


The setting shows us who the characters are and helps us relate to them. It creates an emotional state before we start the gameplay, which ultimately makes our gameplay better.


Mechanics are the way players interact in a game. In Monopoly, players roll dice to make strategy-defining moves. In chess, mechanics allow for intricate movement on a grid-based board.

Firing up the engine of
our product idea.

Our proof of concept (POC) was ready.

For this project, we had the goal of creating a game with customizable units, a multiplayer feature, and an action-adventure environment. We developed Planet X, our proof of concept, with these features so that we could test them before implementing them into another game.

  • We started off by creating a quick and dirty implementation of critical features. By understanding and solving real business problems, we aimed to solve the client’s pain points.
  • We then tried finding the answer to an important yet often ignored question: how does the setting appeal to the target audience? The setting plays a large role in making the experience enjoyable and meaningful. Whether the characters inhabit a world of fantasy or one of reality, it plays a critical role in the experience.
  • And while we were onto it, we had to keep in mind that the gameplay must always be engaging, fun, addictive, and always rewarding. There can be no long-rolls or boring moments. The stakes were high.
  • More importantly, our team had to make sure that the controller worked on all supported devices, with no input lag issues.

Priorities were set.
And ideas shared.

We penned down a GDD.

This game design document (GDD) was written as a set of specifications for the game Planet-X. The purpose of this document was to clearly define what must be done to build the final product, so we could then use it for developing, testing, and debugging.

It addressed 3 of these key questions:

  1. Why did we want to create this game?
  2. What a player should be able to do in the game?
  3. What does a successful player look like?

Seeking validation
for all the right reasons.

The next few nights were dedicated to prototyping.

While most systems were fully validated during the proof-of-concept phase, it was still important for us to create a playable prototype for the target platform. Our prototype included the most important game elements and embodied the core play experience. Here’s a snapshot of the steps followed:

  1. Define and design the game
  2. Define functionality requirements for the prototype
  3. Evaluate available tools and build a prototype (Mobile or Browser)
  4. Play and iterate your prototype to refine the game and player experience
  5. Expand the game

The story, the world,
and its villain.

From design architecture to game loop.

We started by specifying that our game will be composed of features A, B, and C. We then explored the design space covered by these features to get the right mix of building blocks. With this approach, we built many possible combinations leading to different player experiences. We used those to create playtesting versions of the game.

Those versions were tested against a group of players in an online survey with a scoring system. All results were collected and analyzed to identify which combinations will offer the best balance of player experience and gameplay.

The move
from waterfall to agile.

Minimizing uncertainty and delivering quality.

The next obvious step was development. With game development quickly evolving, we knew that an agile methodology would help streamline our game development process. We also realized that early delivery of an MVP was important to the motivation and involvement of the QA team. This perfectly sums up our development process:

  1. Quickly decided on estimations and features
  2. Developed prototype iterations of world generation, gameplay, and art style
  3. Followed the agile dev process (Scrum)
  4. Built a scalable infrastructure for QA and the live game’

Weeding out
the bad apples.

We went on a bug-fixing sprint.

QA and beta testers joined the team as soon as the game was close to being version 1.0-ready. We used this sprint to test the game in the wild to make sure there were no weak spots, and we updated the game until it was acceptable according to user feedback.

  1. 40 hours of current gameplay
  2. 200 active early users focusing on balancing
  3. 15 play-test sessions with external testers at various stages of the development

Right by your side.
Now. And forever.

The game is live, but our work is far from over.

Getting the users’ attention is one thing and keeping them engaged for long is another. Updates are a must. With related features and game content, we aim to keep them hooked. And give them a reason to keep coming back.

Our regular updates include bug fixes, new content, balance adjustments, etc.

Meet the Indian mastermind
behind Planet-X.

Presenting our ace game developer.

Hi, I am Faraz Tasleem,

The creator of Planet-X. I and my team worked hard for this game to become a reality.

get it on google play get it on google play

Hope you enjoy playing as much as we did while building it from scratch.