Every kids game in the App Store has a business model — ads, subscriptions, or
in-app purchases. We chose none of them. Here is why Jumpyloo's business strategy
is to not have one.
Privacy isn't a feature — it's a design constraint. Here is how we built Jumpyloo
from the ground up to comply with COPPA and KOSA, and why we believe the only safe
kids game is one that collects nothing.
Vertical-jump games have a simple premise — tap to jump, don't fall. But great
endless climbers depend on subtle design decisions that most players never notice.
Here is what goes into shaping a good jump.
One month in, we are looking back at what went right, what went wrong, and what
building a free, ad-free kids game taught us about game development with Godot 4.
Godot 4 is a free, open-source game engine that punches far above its weight for
2D arcade games. Here is why we chose Godot over Unity, SpriteKit, and custom
engines for Jumpyloo's comeback.
A significant portion of Jumpyloo's audience cannot yet read. Here is how we
design every interface — from menus to gameplay — for children who navigate
by icons, colors, and touch alone.
Every Jumpyloo climb is unique. Here is how procedural generation creates endless
levels that are always fair, always surprising, and always climbable.
Streak mechanics can drive engagement — or drive anxiety. Here is how we designed
Jumpyloo's daily play system to encourage without manipulating, and why it matters
under KOSA.
Jumpyloo gently suggests a break after 20 minutes of play. Here is the research
behind that number and why healthy game design includes knowing when to stop.
The average kids game in the App Store serves ads every 90 seconds. We believe
childhood should be commercial-free. Here is what every parent should know about
advertising in children's mobile apps.