Clarity first
A casual game should make sense in seconds. We strip away anything that needs a tutorial and keep only what a new player already knows how to do. If a screen needs explaining, we haven't finished designing it.
A casual game studio
JasminApp is an independent studio building light, easy-to-pick-up games. We care about the first thirty seconds, the quiet pleasure of a well-tuned loop, and the feeling that a game respects the time you give it.
We started JasminApp because we wanted to make the kind of games we reach for ourselves — the ones you open for a few minutes and put down feeling a little lighter. Nothing loud, nothing exhausting. Just a well-made loop that's easy to return to.
We work in small teams, keep our scope honest, and spend most of our time on the things players actually feel: a responsive touch, a satisfying sound, a screen that never has to be explained. We would rather polish one interaction than add ten new features.
We're still a young studio, and we like it that way. It keeps us curious, keeps us close to the people playing, and keeps every decision small enough to care about.
Every studio has its habits. These are ours — the questions we ask before anything gets built, and the ones we ask again before it ships.
A casual game should make sense in seconds. We strip away anything that needs a tutorial and keep only what a new player already knows how to do. If a screen needs explaining, we haven't finished designing it.
Short sessions, gentle pacing, no pressure to stay. We build for the five minutes you have, not the five hours you don't. Leaving a game should feel as natural as starting one.
Most of what makes a casual game good happens under the thumb — weight, timing, feedback, sound. We treat these as the product, not the polish, and tune them until they feel unmistakably right.
We don't have a long pipeline or a wall of tools. We have a handful of habits that keep us from overbuilding and help us notice when something is actually working.
Each project begins as a single feeling we want a player to have — nothing more. Everything else gets judged against whether it supports that feeling.
We build the smallest version that can be played, then play it far more than we intended. Only what survives that gets to move forward.
Every additional voice adds weight. We keep our teams compact so decisions stay quick and the work stays close to the people making it.
The last stretch is always tuning — timing, feedback, balance. Our goal is for the game to stop feeling like software and start feeling like play.
We're a distributed team of designers, engineers and artists who like working at a sustainable pace. We care about the craft, and we care about the people doing it.
We work asynchronously by default, meet only when it helps, and treat clarity in writing as a shared skill rather than a chore.
We'd rather spend the time getting one thing right than spreading thin across many. That applies to our projects, and to how we develop as a studio.
Whether you're a fellow maker, a potential partner, or someone who simply played one of our games and wanted to share a thought — we'd genuinely like to hear from you.
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