About

One person, one rule

If a screen would annoy someone in my house, it does not ship.

Who makes these

LynchPin Games LLC is a one-person studio. I'm Sean Lynch, and I make mobile games that my family actually plays. Every title here exists because someone at home wanted it: a sorting puzzle that stays calm, two otters that look after each other, a map you can lose an evening to. They stayed in the house until they were genuinely good, and only then did they get a name and a store listing.

The rule I actually build by is simple: a game should be satisfying without ever being sneaky. A puzzle generator that proves its own boards are solvable. A hint button that reads a real solution instead of guessing. A virtual pet that does not punish you for having a life.

What I will not do

The commercial model is deliberately boring, because boring is what respect looks like in a mobile game.

  • No advertising. I do not sell your attention, and there is no ad SDK anywhere in these builds.
  • No subscriptions. You are not renting a puzzle game.
  • No energy systems, timers, or expiring trials. Play as long as you want, whenever you want.
  • No loot boxes or randomised rewards. If I ever sell a cosmetic pack, you will see exactly what is in it beforehand, and it will never change how the game plays.
  • No accounts and no analytics SDKs. Progress is stored on your device. I do not have a copy of it.

What I do instead

Each game ships with a substantial free edition and, where it makes sense, a single non-consumable in-app purchase that permanently unlocks the complete game or its expanded modes. That purchase is bought once, restores forever, and is described plainly in the store listing and inside the game before you tap anything.

The exact free allowance fits the game: a generous fixed campaign, a complete introductory collection, or a bounded set of creative tools. What the unlock adds is breadth and replayability, never the removal of an annoyance I put there on purpose.

How the games get made

I build these games in Godot with AI coding tools doing a lot of the typing. The design, the tuning, the testing, and every decision about what ships are mine, and I play every build on the couch before you do.

What I do not hand to a model is the part that matters: whether a puzzle is solvable is proven by simulation before you ever see it. Right now no AI runs inside any of the games. If a model running on your own device would ever make a game genuinely better, I am open to using one, and if that day comes it will say so on the store page and here. It would still mean no accounts, no tracking, and nothing leaving your phone. If you have a question about any of that, ask; I would rather answer it than have you wonder.

Talk to me

There is no support portal and no ticket queue. Email support@lynchpin.games and the person who reads it is the person who made the game.

The games

Coming to the App Store and Google Play.

Puzzle Coming soon

Bead Bracelet

Every bead points somewhere. Slide it off the mat that way when the lane is clear, thread it onto a matching cord, and finish the bracelet one cord at a time.

Puzzle Coming soon

Fill the Vial

Tip glass vials into each other until every one holds a single colour. A pour only lands if the target is empty or already topped with the same colour.

Puzzle Coming soon

Bloom Sort

A pocket greenhouse where you move flowers between pots. Fill a pot with one variety to harvest the bouquet — and find out what was hiding underneath.

Virtual pet Coming soon

Otter Cove

A calm river home for Pebble and Pip. Feed them, play, groom, and let them rest — and watch them find each other in the middle of the cove.

Strategy Coming soon Working title

Star Swarm

Planets build ships while you watch. Swipe to send half a garrison, decide which neutral worlds are worth paying for now, and take the system before the other side does.