Independent studio · Google Play

Small studio.
Big care.
Built for Google Play.

Lovellino makes two kinds of things: games people actually finish, and tools the developers behind those games wish existed. Everything ships small, ships often, and ships with a name attached.

Games

Pocket-sized worlds

Arcade, puzzle and casual titles designed around short sessions and long retention — built to feel finished, not feature-bloated.

Tools

Things we needed first

Listing, keyword, and store-readiness tools built to solve our own publishing headaches — then sharpened enough to hand to other studios.

What we make

Two workshops, one bench.

Games and tools sound like different businesses. At Lovellino they share a single rule: build the thing we'd be glad to use ourselves.

01

Casual & arcade games

Tight loops, clear goals, and controls that feel right in five seconds — built for Android first.

02

Store listing tooling

Keyword and metadata tooling that turns a blank Play Console page into a launch-ready listing.

03

Compliance & ratings checks

Pre-submission checks that catch the policy issues Google would otherwise catch for you, later, painfully.

04

Asset & icon prep

Feature graphics, screenshots and icon variants sized and packaged the way the Play Console actually wants them.

05

Localization passes

Listings and in-game text adapted for new markets without losing the voice that made them work in the first place.

06

Small custom builds

One-off tools and prototypes for studios who know exactly what's missing from their workflow.

How we work

From sketch to store page.

The same four-step bench every project sits on, whether it's a game or a tool.

Stage 01

Sketch & scope

A short brief, a rough prototype, and an honest answer on whether the idea earns its place on a phone.

Stage 02

Build in the open

Playable builds early and often — we'd rather find the boring part of a game in week two than week ten.

Stage 03

Store-ready pass

Metadata, screenshots, compliance and listing copy — handled with the same tools we built for ourselves.

Stage 04

Ship & tend

Launch is a start, not a finish line. Updates, fixes and small seasonal touches keep things alive.

Shipped log

Every stamp is something real.

A running record, not a highlight reel. Each line is a thing that actually went out the door.

GAME

Drift & Seek

Casual · Arcade
Q1 2026
TOOL

Listing Bench

ASO · Internal tool
Q1 2026
GAME

Quiet Orchard

Puzzle · Relaxed
Q4 2025
TOOL

Policy Pass

Compliance checker
Q4 2025
GAME

Pocket Regatta

Arcade · Multiplayer-lite
Q3 2025
About Lovellino

Made by people who ship their own backlog.

Lovellino started as a side bench for fixing our own publishing problems — too much time lost to repetitive store-listing work, not enough time left for the actual games.

The tools we built to fix that became products in their own right. So did the discipline of finishing things. Now both halves of the studio run side by side: small games that respect a player's time, and small tools that respect a developer's.

No hype cycle, no inflated roadmap. Just a bench, a backlog, and a habit of finishing what's on it.

Small by choice Fewer projects, more attention on each one.
Built to be used Every tool earns its place by solving our own problem first.
Plainly priced No hidden monetization tricks in games or tools.
Slow when it matters Compliance and polish never get rushed for a launch date.
Get in touch

Got a game, a tool idea, or just a hello?

Whether you're a player, a fellow studio, or someone with a workflow we should fix — we read everything ourselves.

Email hello@lovellino.xyz
lovellino.xyz