📝 Summary
I worked with Patika Games to bring Feed The Pup to a compliant, polished, and live-ops–ready iOS release.
My focus was to stabilize the on-going development and refine UX around weekly challenges, tutorials, in‑app purchases (IAP), and accessibility.
The result is a cohesive match‑3 game with a narrative core, live Trails badges, modern device support, and a clean monetization surface.
Challenges & solutions
Tutorial flow, items management and visual polish
Unblocked the early‑game funnel: fixed inability to launch Level 2 after Level 1 and restored Settings access during/after the tutorial.
Corrected item equip logic so tapping an equipped skin now unequips properly, refined corners on video tips for visual consistency.
Streamlined Trails and progression clarity
Standardized UX: tap on earned patch now routes to the Patches menu, timer hides on completion with an end message, added Help to replay the tutorial, ensured the Trails map displays even after time‑outs.
Resolved badge not granting, introduced a reclaim flow with a 25 Gold reward for retroactive badges.
Monetization and IAP usability
Implemented price‑tier and visual updates, synchronized the IAP catalog with storefront tiers and clarified packages.
Added an in‑level store variant with simplified layout, standardized confirmation UX: show remaining hearts in “Are you sure?” dialogs and optimization of the “Buy lives to restart” flow.
Accessibility, audio and input polish
Added a Vibration toggle and set it Disabled by default on first launch to respect user comfort, allowed external background music to continue during gameplay.
Increased tutorial font sizes for legibility and enabled “tap outside to close” for all popups to reduce modal dead‑ends.
Results & feedback
23 QA tasks with a 98% resolution rate
4.6/5 average rating on App Store