Expert Guide Series

What Type Of Mobile Game Should You Build First?

What Type Of Mobile Game Should You Build First?
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The mobile gaming industry has exploded over the past decade, turning what used to be simple time-wasters into billion-pound businesses. But here's the thing—not every mobile game succeeds, and choosing the wrong type of game for your first project can be a costly mistake that kills your motivation before you've even started.

I've worked with dozens of first-time game developers over the years, and I see the same pattern repeatedly. People get excited about building the next big thing without considering whether they have the skills, budget, or understanding to pull it off. They dream of creating complex RPGs or multiplayer battle royales when they should probably start with something much simpler.

The biggest mistake new developers make is trying to build their dream game instead of their learning game

Your first mobile game isn't just about making money—though that would be nice! It's about learning the ropes, understanding your audience, and proving to yourself that you can actually finish what you start. The gaming strategy you choose now will shape your entire development journey. Pick something too ambitious and you'll burn out; choose something too simple and you might not learn enough to make your next project successful. Getting this development choice right is absolutely critical to your long-term success in mobile gaming.

Understanding Different Types of Mobile Games

Mobile games come in all shapes and sizes—from simple puzzle games you can play with one finger to complex strategy games that need hours of your attention. Over the years, I've helped clients build everything from match-three games to multiplayer adventures, and trust me, the type of game you choose makes a massive difference to your development journey.

Simple Games That Work

Puzzle games like Tetris or match-three games are brilliant starting points because they have straightforward rules that people understand quickly. Casual games such as endless runners or clickers don't require complicated storylines or character development; players jump in, play for a few minutes, then put their phone down. These games are perfect for beginners because you can focus on getting the core mechanics right without worrying about complex features that make some mobile games addictive.

More Complex Options

Strategy games, role-playing games, and multiplayer titles offer much more depth but come with significant challenges. They need more art, longer development times, and often require server infrastructure to handle multiple players. Action games can be tricky too—getting the controls to feel responsive on a touchscreen takes real skill and lots of testing.

The key is being honest about your experience level. If you're new to game development, starting with something simple gives you the best chance of actually finishing your project and learning the ropes properly.

Matching Game Types to Your Skills and Budget

Right, let's get practical here. You've got ideas bouncing around your head but now comes the reality check—what can you actually build? I've worked with clients who had champagne dreams but beer budgets, and trust me, it never ends well. The key is being brutally honest about what you bring to the table.

Your technical skills matter more than you might think. If you're comfortable with basic programming, puzzle games and simple arcade-style games are your friends. They don't require complex physics engines or advanced AI systems. Card games? Even better—they're mostly logic and user interface work.

Budget Breakdown by Game Type

Game Type Development Cost Time Investment
Puzzle Games Low 2-4 months
Card Games Low-Medium 3-5 months
Action Games Medium-High 6-12 months
RPG Games High 12+ months

Start with what you know. If you understand card games inside out, don't jump into building a racing game just because it seems more exciting.

Money talks, but time screams even louder. Action games need custom graphics, sound effects, and smooth animation systems. That's not just expensive—it's time-consuming. Meanwhile, word games can use simple text displays and basic colour schemes whilst still being incredibly engaging.

Audience Considerations for First-Time Developers

Understanding your audience before you start building is one of those things that sounds obvious but gets overlooked more often than you'd think. I've worked with countless developers who've built brilliant games that nobody wanted to play—not because they were bad, but because they didn't match what their audience actually wanted.

The key is starting with a group you already understand. If you're passionate about puzzle games and play them regularly, you'll have natural insight into what makes them tick. You'll know when something feels too easy or frustratingly difficult; you'll spot the difference between a clever challenge and an annoying one.

Age Groups and Game Preferences

Different age groups gravitate towards different types of games, and this affects everything from your visual design to your difficulty curve:

  • Children (6-12): Simple controls, bright colours, quick rewards
  • Teenagers (13-17): Social features, competitive elements, trendy themes
  • Young adults (18-35): Strategic depth, progression systems, time-flexible gameplay
  • Older adults (35+): Clear interfaces, relaxing gameplay, nostalgic elements

Don't try to please everyone with your first game. Pick one group and make something they'll love rather than something that tries to appeal to everyone but excites no one. You can always expand your audience with your next project once you understand how to market a mobile game effectively.

Technical Complexity and Development Time

Right, let's talk about something that trips up almost every first-time game developer I work with—seriously underestimating how long things actually take to build. I've watched brilliant people with amazing mobile game ideas crash and burn because they thought their puzzle game would take two months when it actually needed eight.

Simple puzzle games like match-three or word games are your best bet for a first project. They might look basic but don't be fooled—there's still plenty of work involved in getting the mechanics right, polishing the user interface, and making sure everything runs smoothly across different devices. Platformers and endless runners sit in the middle ground; they're more complex but still manageable if you've got some coding experience under your belt.

The biggest mistake new developers make is choosing a game type that requires skills they don't have yet, then spending months learning instead of building

Stay away from multiplayer games, open-world adventures, or anything with real-time combat for your first project. These require server architecture, complex networking, and advanced programming knowledge that will eat up months of development time. Your gaming strategy should focus on proving you can finish and launch something simple before tackling the big stuff. Trust me on this one—I've seen too many ambitious first projects never see the light of day.

Monetisation Strategies for Different Game Types

Making money from your mobile game isn't just about picking any old monetisation method—it needs to match your game type perfectly. I've seen too many developers choose the wrong approach and watch their games fail, even when the gameplay was brilliant.

Puzzle games like match-three or word games work best with what we call 'freemium' models. Players download for free, play through some levels, then hit a paywall or need to buy extra lives. The key here is patience; people will pay small amounts regularly rather than one big fee upfront, which is exactly how you make money from free mobile games.

Popular Monetisation Methods by Game Type

  • Puzzle games: In-app purchases for lives, boosters, and extra levels
  • Strategy games: Premium currencies, building packs, and time skips
  • Action games: Character skins, weapons, and power-ups
  • Casual games: Ad-supported with optional premium upgrades
  • RPG games: Character upgrades, loot boxes, and expansion packs

Action and arcade games often rely heavily on advertising revenue—short video ads between levels work well here. Players don't mind watching a 30-second ad if they can continue playing immediately afterwards.

Pricing Your First Game

For your first game, I'd recommend starting with a free-to-play model with optional purchases. It's much easier to get people to try your game when there's no upfront cost, and you can always adjust your monetisation strategy based on how players actually behave once they're playing.

Testing and Validating Your Game Concept

Right, you've chosen your mobile game type and think you've cracked it—but hold on a minute. Before you sink months of development time into your gaming strategy, you need to test whether people actually want what you're planning to build. I can't tell you how many developers skip this step and later wonder why their brilliant puzzle game isn't getting downloads.

Start simple with a paper prototype or basic digital mockup. Show it to friends, family, and ideally some strangers too. Friends might be too nice to give honest feedback! Create a simple landing page describing your game concept and see if people sign up for updates. If you can't get twenty people interested in your idea before you build it, that's a red flag worth paying attention to.

Quick Testing Methods

Build a minimum viable version—just the core gameplay loop without fancy graphics. This doesn't mean spending months coding; sometimes a clickable prototype or even a board game version can show you if the basic mechanics work. Watch people play it and note where they get confused or bored. Proper testing of your mobile game before launch is crucial for success.

Test your game concept with at least 10 people who aren't friends or family before committing to full development—their honest reactions will save you time and money.

The key is failing fast and cheap rather than failing slowly and expensively. Your development choice should be informed by real feedback, not just gut instinct.

Common Mistakes When Choosing Your First Game

I've watched countless developers make the same errors when picking their debut game project—and honestly, most of these mistakes could have been avoided with a bit of planning. The biggest trap? Going too ambitious right out of the gate. New developers often dream up the next big MMO or open-world adventure game, but these projects require massive teams and budgets that most first-timers simply don't have.

Ignoring Your Target Audience

Another common blunder is building a game without knowing who will actually play it. I see developers create games they personally love, then wonder why nobody downloads them. Your mum might think your puzzle game is brilliant, but that doesn't mean the broader market will agree. Research what people are actually playing and spending money on before you start coding.

Underestimating Development Time

Time estimation is where most new developers completely lose the plot. What seems like a three-month project often stretches to eighteen months—or never gets finished at all. Simple games like endless runners or match-three puzzles might look basic, but they still require proper planning, testing, and polish. Start small, finish strong, then build something bigger for your second project. Trust me on this one; your future self will thank you for keeping things manageable.

Conclusion

After eight years of building mobile games with teams both big and small, I can tell you that choosing your first mobile game type doesn't have to be overwhelming. The key is being honest about what you can actually build—not what you dream of building. Start simple, think about who will play your game, and pick something you can finish within your budget and timeline.

The mobile game market rewards developers who understand their limits and work within them cleverly. A well-made puzzle game will always beat a half-finished action game. Your gaming strategy should focus on creating something polished rather than something complex. That means choosing a development choice that matches your skills, your team size, and your wallet.

Most successful mobile game developers I know didn't start with their dream project. They started with something achievable, learned from the process, and built their skills along the way. Your first game is your training ground—it's where you'll make mistakes, discover what works, and figure out how to talk to players. Make it count by keeping it simple, testing it properly, and finishing what you start. The fancy stuff can wait until game number two.

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