Ramen Game Development - 2D Mobile Game

Ramen Game Development - 2D Mobile Game

Ramen Game Development - 2D Mobile Game

Ramen Game Development - 2D Mobile Game

Genre:

Casual Cooking, Time Management

Genre:

Casual Cooking, Time Management

Team Size:

Unity Developer, 2D Artist, QA Engineer

Team Size:

Unity Developer, 2D Artist, QA Engineer

Platforms:

Android, iOS

Platforms:

Android, iOS

Development Time:

2 months

Development Time:

2 months

Our Contribution:

Unity development, technical architecture, UI/UX and visual design, 2D assets, lightweight animation, QA, optimisation, and release preparation.

Our Contribution:

Unity development, technical architecture, UI/UX and visual design, 2D assets, lightweight animation, QA, optimisation, and release preparation.

Engine:

Unity

Engine:

Unity

Monetization:

Ads & In-App Purchases

Monetization:

Ads & In-App Purchases

Overview

Overview

Overview

Dual Ramen Rush is a portrait-oriented cooking and time-management game built around a distinctive split-cup mechanic. Every ramen cup contains two independent halves, each requiring its own noodle and seasoning combination.

Players interpret customer orders, assemble both sides, add optional toppings and wrappers, and complete the order through one of two workflows: Eat In or Seal & Go.

Our team translated the client’s detailed gameplay vision into a complete mobile product, covering technical implementation, visual production, monetization, localisation, optimisation, and QA.

Key Features

Key Features

Key Features

1. Dual-Flavour Cup Assembly

Players prepare two ramen combinations within a single divided cup. The assembly flow includes noodles, seasonings, optional toppings, wrappers, and the selected service type.
The interaction system controls the preparation sequence and provides clear feedback for correct, recoverable, and irreversible actions.

2. Side-Agnostic Order Validation

The two requested noodle and seasoning combinations may be placed on either side of the cup.
We implemented a pair-based validation system that compares complete ingredient combinations rather than fixed left and right positions. Toppings, wrappers, and service types are evaluated separately, keeping the logic predictable and extendable.

3. Multiple Customer Behaviours

The game includes two customer flows:

  • Queue customers have longer patience windows and rounded order bubbles.

  • Vending customers follow a separate ordering sequence and lose patience faster.

Reusable customer states manage arrival, ordering, payment, waiting, emotional feedback, service, and departure.

4. Progressive Order Complexity

Difficulty increases through more complex order presentation, additional ingredients, overlapping customers, and shorter reaction windows.
Early levels use clear visual icons, while later stages introduce text-based seasoning names, emotion keywords, toppings, wrappers, and mixed order formats. More than 100 levels gradually introduce these systems through structured tutorials.

5. Eat In & Seal & Go

Every order ends through one of two production paths:

  • Eat In: The cup moves to the water machine and receives hot water.

  • Seal & Go: The cup moves to the sealing machine for takeaway service.

Each path includes separate validation rules, visual states, animations, and failure conditions.

DEVELOPMENT & ARCHITECTURE

DEVELOPMENT & ARCHITECTURE

The game was built around modular, data-driven systems rather than hard-coded level scenarios.

Our implementation included:

  • configurable level and customer parameters;

  • reusable order-generation and validation rules;

  • state-based cup assembly and customer behaviour;

  • event-driven communication between gameplay, UI, audio, and animation;

  • persistent progression and purchase entitlements;

  • configurable ad and purchase triggers;

  • support for English, Chinese, Japanese, and Korean;

  • scalable content definitions for new levels, ingredients, and customer types.

  • This architecture simplified the management of 110 levels and allowed gameplay parameters to be adjusted without changing the core logic.

DEVELOPMENT & ARCHITECTURE

The game was built around modular, data-driven systems rather than hard-coded level scenarios.

Our implementation included:

  • configurable level and customer parameters;

  • reusable order-generation and validation rules;

  • state-based cup assembly and customer behaviour;

  • event-driven communication between gameplay, UI, audio, and animation;

  • persistent progression and purchase entitlements;

  • configurable ad and purchase triggers;

  • support for English, Chinese, Japanese, and Korean;

  • scalable content definitions for new levels, ingredients, and customer types.

  • This architecture simplified the management of 110 levels and allowed gameplay parameters to be adjusted without changing the core logic.

DEVELOPMENT & ARCHITECTURE

The game was built around modular, data-driven systems rather than hard-coded level scenarios.

Our implementation included:

  • configurable level and customer parameters;

  • reusable order-generation and validation rules;

  • state-based cup assembly and customer behaviour;

  • event-driven communication between gameplay, UI, audio, and animation;

  • persistent progression and purchase entitlements;

  • configurable ad and purchase triggers;

  • support for English, Chinese, Japanese, and Korean;

  • scalable content definitions for new levels, ingredients, and customer types.

  • This architecture simplified the management of 110 levels and allowed gameplay parameters to be adjusted without changing the core logic.

DESIGN, ART & ANIMATION

DESIGN, ART & ANIMATION

  • mobile UI and responsive layouts;

  • customer characters and expressions;

  • ingredients, wrappers, machines, and cup states;

  • order bubbles and gameplay indicators;

  • shop signs, floor designs, and cosmetic content;

  • drag-and-drop feedback and touch interactions;

  • lightweight sprite, particle, and tween-based animations.

  • Special attention was given to touch accuracy, visual readability, CJK text support, and interface adaptation across different mobile aspect ratios.

DESIGN, ART & ANIMATION

  • mobile UI and responsive layouts;

  • customer characters and expressions;

  • ingredients, wrappers, machines, and cup states;

  • order bubbles and gameplay indicators;

  • shop signs, floor designs, and cosmetic content;

  • drag-and-drop feedback and touch interactions;

  • lightweight sprite, particle, and tween-based animations.

  • Special attention was given to touch accuracy, visual readability, CJK text support, and interface adaptation across different mobile aspect ratios.

DESIGN, ART & ANIMATION

  • mobile UI and responsive layouts;

  • customer characters and expressions;

  • ingredients, wrappers, machines, and cup states;

  • order bubbles and gameplay indicators;

  • shop signs, floor designs, and cosmetic content;

  • drag-and-drop feedback and touch interactions;

  • lightweight sprite, particle, and tween-based animations.

  • Special attention was given to touch accuracy, visual readability, CJK text support, and interface adaptation across different mobile aspect ratios.

TECH STACK

TECH STACK

Engine: Unity

Language: C#

Architecture: Modular state-based architecture with event-driven communication

Content Configuration: ScriptableObjects and data-driven level settings

UI: Unity uGUI, TextMeshPro, adaptive portrait layouts

Animation: DOTween, sprite animation, particle effects

Asset Management: Unity Addressables

Monetization: Google AdMob, Unity IAP / Google Play Billing

Analytics: Firebase Analytics and Crashlytics

Localisation: 4-language localisation with CJK font support

Platforms: Android and iOS

TECH STACK

Engine: Unity

Language: C#

Architecture: Modular state-based architecture with event-driven communication

Content Configuration: ScriptableObjects and data-driven level settings

UI: Unity uGUI, TextMeshPro, adaptive portrait layouts

Animation: DOTween, sprite animation, particle effects

Asset Management: Unity Addressables

Monetization: Google AdMob, Unity IAP / Google Play Billing

Analytics: Firebase Analytics and Crashlytics

Localisation: 4-language localisation with CJK font support

Platforms: Android and iOS

TECH STACK

Engine: Unity

Language: C#

Architecture: Modular state-based architecture with event-driven communication

Content Configuration: ScriptableObjects and data-driven level settings

UI: Unity uGUI, TextMeshPro, adaptive portrait layouts

Animation: DOTween, sprite animation, particle effects

Asset Management: Unity Addressables

Monetization: Google AdMob, Unity IAP / Google Play Billing

Analytics: Firebase Analytics and Crashlytics

Localisation: 4-language localisation with CJK font support

Platforms: Android and iOS

QA & OPTIMISATION

QA & OPTIMISATION

QA covered the large number of possible order combinations and interaction states:

  • valid, invalid, and side-swapped orders;

  • customer queues, patience, and penalty rules;

  • drag-and-drop and multi-touch interactions;

  • progression, tutorials, and save persistence;

  • advertisements and in-app purchases;

  • localisation across five languages;

  • UI behaviour across resolutions and aspect ratios;

  • performance and regression testing on mobile devices.

  • Particular attention was given to preventing soft locks, overlapping inputs, incorrect order states, and progression blockers.

QA & OPTIMISATION

QA covered the large number of possible order combinations and interaction states:

  • valid, invalid, and side-swapped orders;

  • customer queues, patience, and penalty rules;

  • drag-and-drop and multi-touch interactions;

  • progression, tutorials, and save persistence;

  • advertisements and in-app purchases;

  • localisation across five languages;

  • UI behaviour across resolutions and aspect ratios;

  • performance and regression testing on mobile devices.

  • Particular attention was given to preventing soft locks, overlapping inputs, incorrect order states, and progression blockers.

QA & OPTIMISATION

QA covered the large number of possible order combinations and interaction states:

  • valid, invalid, and side-swapped orders;

  • customer queues, patience, and penalty rules;

  • drag-and-drop and multi-touch interactions;

  • progression, tutorials, and save persistence;

  • advertisements and in-app purchases;

  • localisation across five languages;

  • UI behaviour across resolutions and aspect ratios;

  • performance and regression testing on mobile devices.

  • Particular attention was given to preventing soft locks, overlapping inputs, incorrect order states, and progression blockers.

OUTCOMES

OUTCOMES

  • Delivered a complete commercial 2D cooking game

  • Successfully released on Google Play

  • Implemented a distinctive dual-flavour assembly and validation system

  • Created a scalable foundation supporting 110 levels

  • Integrated ads, in-app purchases, analytics, and crash reporting

  • Added localisation support for four languages

  • Produced the required UI, 2D assets, and gameplay animations

  • Completed full gameplay, monetization, localisation, and device QA

OUTCOMES

  • Delivered a complete commercial 2D cooking game

  • Successfully released on Google Play

  • Implemented a distinctive dual-flavour assembly and validation system

  • Created a scalable foundation supporting 110 levels

  • Integrated ads, in-app purchases, analytics, and crash reporting

  • Added localisation support for four languages

  • Produced the required UI, 2D assets, and gameplay animations

  • Completed full gameplay, monetization, localisation, and device QA

OUTCOMES

  • Delivered a complete commercial 2D cooking game

  • Successfully released on Google Play

  • Implemented a distinctive dual-flavour assembly and validation system

  • Created a scalable foundation supporting 110 levels

  • Integrated ads, in-app purchases, analytics, and crash reporting

  • Added localisation support for four languages

  • Produced the required UI, 2D assets, and gameplay animations

  • Completed full gameplay, monetization, localisation, and device QA

Lets Build Your Next Hit product

Whether you're starting from scratch
or scaling an existing product, our team
is ready to help bring your vision to life.

Lets Build Your Next Hit product

Whether you're starting from scratch or scaling an existing product, our team is ready to help bring your vision to life.

Lets Build Your Next Hit product

Whether you're starting from scratch
or scaling an existing product, our team is ready to help bring your vision to life.

@2026 All rights reserved

dreamteam.base@gmail.com

@2026 All rights reserved

dreamteam.base@gmail.com

@2026 All rights reserved

dreamteam.base@gmail.com

dreamteam.base@gmail.com

@2026 All rights reserved

@2026 All rights reserved

dreamteam.base@gmail.com