The Diglino Development Cycle
A transparent, phased methodology for building gaming apps that balance creative vision with technical rigor. This is our map from the first spark of an idea to a polished product in the app stores.
The Alchemy of Play
We don't build games; we forge play systems. This is the disciplined journey every project takes, moving from abstract mechanics to a lived experience. Each phase has a distinct goal, a non-negotiable output, and a clear checkpoint.
This isn't a waterfall. It's a series of connected loops where insight from later stages informs the next iteration of earlier work. The goal is a finished product that feels cohesive, responsive, and alive.
The Whiteboard (Weeks 1-2)
We capture the core loop, the player fantasy, and the unique selling point. This phase produces interactive paper prototypes within 72 hours, validating the 'fun factor' before a single line of code is written.
The Polish Pass (Pre-Launch Sprint)
This is where immersion happens. A dedicated sprint focused solely on micro-interactions, haptic feedback timing, audio cue stacking, and UI motion. We stress-test on low-end devices to ensure polish doesn't equal performance tax.
The Platform Whisperer (Submission)
We manage store compliance, asset optimization, and metadata strategy. This includes navigating the specific review nuances of the Polish Google Play and App Store, avoiding common rejection flags related to monetization clarity.
The Live-Ops Blueprint (Post-Launch)
We design the first 90 days of content and community engagement. This includes event calendars, update schedules, and moderation frameworks to sustain momentum and prevent post-launch player attrition.
The Diglino Method
Our development is guided by a set of non-negotiable pillars. These aren't buzzwords; they are trade-offs we consciously make to build games that last, not just games that launch.
Narrative-First Mechanics
Every game loop is built around a story beat, not just a scoring system. Progression unlocks lore fragments, not just higher numbers.
Accessibility as a Feature
Integrated from the first sketch: color-blind modes, scalable UI, and customizable controls. Not an afterthought, but a core design constraint.
Data-Informed Aesthetics
Early playtest heatmaps guide visual hierarchy. We emphasize what players notice, reducing cognitive load and frustration.
Modular Architecture
Code is built in reusable, game-agnostic modules. This allows for faster iteration and future platform expansion without full rewrites.
● A Reality Check: The 'One More Feature' Trap
Scenario: A client is halfway through development. Their competitor launches with a new social feature. The pressure mounts to add a similar system immediately.
Our Analysis: We stop and run a "Scope vs. Sprint" check. Adding the feature now would compromise the Polish Pass, delaying launch by 3 weeks and increasing technical debt. The real value lies in perfecting the core loop, not chasing a competitor's shadow.
"We ask: does this serve the player fantasy, or just the marketing deck?" - Diglino Producer
● Common Developer Pitfalls & How We Avoid Them
Over-Engineering the MVP
We prioritize a single, polished core mechanic over a suite of shallow features. The polish pass happens after the core loop is proven.
Ignoring Device Fragmentation
Testing is done on a curated "device lab" (from flagship to 5-year-old mid-range). Performance budgets are set per device tier.
Last-Minute Localization
Assets for Polish (and other target markets) are flagged from day one. This avoids UI reflow issues and cultural redesigns late in the cycle.
Ambiguous Monetization
We design IAP flows to be clear and fair, avoiding dark patterns. Regulatory compliance for age ratings and data is baked into the architecture.
Post-Launch Ghosting
The 90-day roadmap is part of the final handoff. We provide documentation for community management and update scheduling.
Visuals Without Substance
Art direction is tied to mechanics. If a visual effect doesn't communicate gameplay state (cooldown, success, danger), it's a distraction we remove.
A Brief Glossary (With an Opinion)
Gacha
Definition: A mechanic where players spend virtual currency for randomized items.
Our Take: When done right, it creates thrilling tension. When done wrong, it's a predatory economy. We design around pity timers and transparent odds—respecting the player's time and budget.
RNG (Random Number Generator)
Definition: Code that generates unpredictable outcomes.
Our Take: RNG should be a spice, not the whole meal. It's used to create variation in loot drops or enemy patterns, but the player's core skill should always determine success.
Core Loop
Definition: The repeating sequence of actions that defines the game.
Our Take: If the core loop isn't satisfying in the first 5 minutes, no amount of story or graphics will save it. We obsess over its timing and feedback.
Live Ops
Definition: Post-launch content updates and community management.
Our Take: Launch is the starting line, not the finish. We plan for the long tail, building frameworks for seasonal events and community-driven content to sustain engagement.
The Process is the Product
A game's quality isn't just in its final build; it's in the discipline of its creation. Our process isn't a rigid checklist—it's a framework for making consistent, intelligent decisions under real-world constraints. It’s how we ensure the game you imagine is the game that launches.
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