I will build and publish your one touch arcade game to the app store


Über diesen Service
I SHIP GAMES THAT ACTUALLY GET APPROVED.
Most app gigs end with a zip file and a shrug. Mine ends with your game live on the App Store because I've already done it. My own game PULSAR Orbit Dash is live in 175 countries, approved by Apple, with a clean "Data Not Collected" privacy label.
WHAT YOU GET
- A finished one-touch arcade game, built for the "one more run" loop
- Combo multipliers, near-miss slow-mo, unlockable skins, daily streaks
- Soundtrack and haptics generated in code. No licensing headaches
- Full source. You own it outright
- App icon, App Store screenshots, and a signed submission-ready build
- On the top tier: I submit to Apple and stay on it through approval
HOW IT'S BUILT
HTML5 canvas wrapped with Capacitor into a real signed native iOS binary. Fast to build, cheap to iterate, and Android is a small step away later. Not hand-written Swift if you specifically need Swift, I'll tell you upfront rather than take the order.
ABOUT ME
Military veteran, MBA, 20+ years running operations, three companies built. You work with me directly.
Tell me your game idea and I'll tell you straight whether it's a two-week build or a six-month one.
Lerne Twan D kennen
Web Designer and FrontEnd Developer
- AusVereinigte Staaten
- Mitglied seitJuli 2026
- ⌀ Antwortzeit4 Stunden
Sprachen
Englisch
Mein Portfolio
FAQ
Do you use Swift or is this a web wrapper?
Honest answer: HTML5 canvas wrapped with Capacitor into a real signed native binary. It's how my own App Store game is built. Fast, cheap to iterate, Android-ready. If you specifically need hand-written Swift, I'm not your developer and I'll say so.
Whose Apple Developer account does it publish under?
Yours. You create the account ($99/year, in your name), then add me as a developer. That way the app, the listing and the revenue are legally yours from day one. Publishing under my account would leave you unable to control your own app.
What if Apple rejects the app?
I fix it and resubmit at no extra cost on the Published tier. Most rejections are metadata or privacy-label issues, not code. My own game cleared review with a clean Data Not Collected label, so I know the checklist.
How long does Apple review actually take?
Usually 24-48 hours, occasionally up to a week. That's Apple's queue, not my build time, and it sits outside my delivery estimate. I'll tell you the moment it's submitted and the moment it clears.
Can you add ads or in-app purchases?
Yes, as extras. AdMob rewarded ads on a revive button convert best in arcade games, paired with a one-time "Remove Ads" purchase. I'd recommend launching clean first and adding monetization once you see real retention data.
Can I get an Android version too?
Yes, add the Android extra. Because the game is built on web tech, the same codebase ships to Google Play for a fraction of what a second native build would cost. Google's review is usually faster than Apple's.
Do I own the game and the code?
Completely. You get the full source repository and the app publishes under your own developer account. No licensing, no revenue split, no ongoing fee to me.
What kind of games can you build?
One-touch arcade and hyper-casual: endless runners, dodge-and-survive, timing and reflex loops, score chasers. What I don't take on is multiplayer, 3D, or anything needing a backend — those are different projects and I'll refer you elsewhere.

