Tarek Mongy is an independent game developer based in Egypt. Responsible for the hypercasual hit Run of Life, Mongy spoke to PocketGamer.biz about his discovery of hypercasual games and his experience working with publisher Voodoo.
PocketGamer.biz: How did you first get started?
Tarek Mongy: I've loved playing videogames ever since I was a kid, so when the iPhone came out and the App Store launched, I saw an opportunity. I started developing games around 2011, teaching myself as I went.
Mongy recounted his early days experimenting with Cocos2D before eventually transitioning to Unity, a move he described as pivotal for scaling his projects and reaching wider audiences. His breakthrough came when he began exploring the hypercasual genre โ games defined by simple mechanics, minimalistic visuals, and broad appeal.
On working with Voodoo:
Tarek Mongy: Partnering with Voodoo was a turning point. They provided the publishing support and market insight that helped Run of Life reach millions of players worldwide. The hypercasual space moves fast, and having a publisher who understands the data side is invaluable.
Throughout the interview, Mongy emphasised the importance of rapid prototyping and iteration. He noted that successful hypercasual titles often emerge from testing dozens of concepts and doubling down on the few that show strong retention metrics early on.
For aspiring developers, Mongy's advice was straightforward: start small, publish often, and pay close attention to player feedback. His journey from a self-taught enthusiast in Egypt to a developer with a global hit underscores the accessibility of mobile game development today.