Spark Serpent

Grow the serpent. Cut off the rest.

Move the mouseDrag your finger to steer. Eat the sparks to grow. If your head touches another serpent, you’re out, so make them run into you instead.

Hold the mouse button or Space to boost. It costs length. Sound is off until you turn it on.

Scroll for the offer

Start here

Three free fixes for your game or studio page

Send me a link to your game or studio page. Within one business day I’ll reply by hand with three specific fixes, free.

or book 30 minutes (opens in a new tab) or challenge me to a match

Hold to charge. Let go to fire. Drag to aim.

Player stats

I’ve worked on the publisher’s side

From October 2025 to February 2026, at Yes2Games, I scouted studios, priced their games on a model I built and decided where the marketing budget went.

5 of 50

Studios signed from fifty I vetted. Most came through two campus events and an online pitch event that I marketed without paid ads.

49 games

Ranked by who kept playing after a week and after a month. I moved marketing spend to the top fifth of titles, and revenue per dollar spent went up.

2 launches

AndroidiOSSteam

Zero One Protocol and NSR. I worked on pricing, strategy and partnerships for the puzzle game, which launched on all three. I also worked on launch marketing for the racing game.

I don’t have wishlist or install figures for those launches to show you. The deal model’s 8% projected revenue lift was a projection, and I left before it could be measured.

Read the full Yes2Games case study

First scan

Where your page loses players

I keep score in wishlists, installs, players and dollars. These are the three places I look first.

I load your store page or site like a stranger scrolling past. Can I tell what the game is, who it’s for and where to get it? I check the first screenshot, the first seconds of the trailer and every link that leads nowhere.

I look at where your wishlists or installs come from, and whether the players you pay for stick around. For a live game, I rank titles by who’s still playing after a week and a month. If I can’t see that from outside, I’ll ask.

I look for a dated plan for the weeks around a launch or a patch: who hears about it, where, and when. If several people work on it, everyone should be reading from the same plan.

1. The first screenshot doesn’t show the game. 2. A Buy button that goes nowhere. 3. A patch with no date. A made-up example of what I flag. Tap a number.

Pick your difficulty

How it works

Start with the free three fixes. After that, two set prices and one custom. All on the page.

Which sounds like you?

Tutorial

Free

Three fixes

Send a link and your email. I reply by hand within one business day with three specific fixes.

Rank 1

USD 1,500

Fix: a two-week run

I ship the fixes I can, such as store copy, page order and dead links. You get a written plan for the weeks around your launch or patch, and one target number in writing.

Rank 2

USD 2,500 a month

Grow: month by month

Every month: media buying, creative testing and store-page work, with patch notes every Friday. Start with Fix and the USD 1,500 is credited to your first month.

Endgame

Custom

Scoped with you

For mid-size studios with several titles, or a launch with real ad spend. We scope it together, and the price is in writing before any work starts.

Ad spend, creator fees and art are paid by you, directly, into accounts you own. That leaves no mark-up.

Founding studios. I’m taking on a small number of studios at a lower founding rate, in return for a published case study. Ask me when you reply.

Side quest. Beat me in a best of three on FC 26 and Fix is free. See the challenge

House rules

What I promise

01

One number, in writing

Before any work starts, we agree one target number and how it’s measured. A target is what we aim at. It isn’t a guarantee.

02

Patch notes every Friday

Including what didn’t work.

03

Every test logged

You can see what I tried, why, and what happened.

04

You keep the save file

Every ad account, store page, community server and piece of data belongs to your studio.

No pay-to-win. I don’t sell paid placements, bought followers or promised wishlist counts. Anyone who guarantees a number is guessing.

See what your Friday patch notes look like
patch-notes-friday.txt
The target: Steam wishlist adds each week, as your store reports count them.
This week: I rewrote the first line of the store description and moved a gameplay clip to the start of the trailer.
What happened: wishlist adds this week against last week.
What didn’t work: the new capsule image made no difference, so we’re keeping the old one.
Next week: I’ll draft the plan for your demo festival entry. I need your build dates.

An example of the format. The details are made up for illustration and don’t come from a client.

Party check

Who this is for

For

Small and mid-size studios and indie publishers with a game out or coming, on PC, mobile or the web.

Not for

Studios that want guaranteed wishlists or installs, and large publishers with a full marketing team.

Who you get

Me, playing solo. You deal with me. There is no junior account manager.

Intel

Questions

What does it cost?

The three fixes are free. Fix is USD 1,500, once. Grow is USD 2,500 a month, month to month. Custom work is priced to the scope, in writing, before any work starts. Ad spend, creator fees and art are paid separately, by you.

Who does the work?

I do. I play solo, so you deal with me and nobody else. There is no junior account manager between us.

How long before I see results?

A dead link or a weak first screenshot can be fixed in a day. Wishlists and installs take weeks to read, so a change to the trailer or the store copy needs a few Fridays of patch notes before either of us can call it. I won’t promise a date or a number.

Who owns the ad accounts and the data?

You do. Every ad account, store page, community server and piece of data belongs to your studio. If we stop working together, you keep all of it.

What do you need from me?

For the three fixes, a link to your game or studio page and your email. For deeper work, I’ll ask for view access to the dashboards you choose, such as store reports and ad accounts. I never need your unreleased build.

Press start

Send me the link

Drop a link to your game or studio page and I’ll reply by hand within one business day.

or book 30 minutes (opens in a new tab)

Hi, I’m Aditya.

How do you want to grow?

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