Stage 3 — Polish
Your game is almost there. Let's close it out properly.
The Marquee Polish & Handoff is a careful second pass for near-complete arcade games — tidying what's rough, fixing what's loose, and leaving everything in a state you and your team can actually build from.
What you'll walk away with
A finished game with a handoff your team can actually use.
By the end of this service, the rough edges are gone. Bugs that would embarrass a release or showcase have been found and resolved. On-screen text reads cleanly. And there's a handoff document that any capable person on your side can open and understand without needing you in the room.
The game still sounds like you made it. That's deliberate — we keep the touch gentle and preserve your original decisions wherever we can.
Light bug review and fixes
Surface-level issues found, logged, and resolved — not a deep rewrite, just the things that would catch attention at a showcase.
On-screen text cleanup
Instructions, labels, score displays, and UI text reviewed for clarity and consistency — small things that quietly matter.
Tidy handoff document
A clear reference covering how the game is structured, what's where, and what anyone continuing the work needs to know.
Where you might be right now
Nearly done is a strange place to be stuck.
When a game is nearly complete, the remaining work is often the hardest to motivate. The exciting parts are done. What's left is a scattered list of small things — a text label that still says "placeholder," an edge-case bug that only appears on a second play, a folder structure that made sense six months ago but isn't obvious anymore.
Teams in this position often know what needs doing but can't quite get through it. Or they do get through it but the handoff notes end up incomplete because everyone was tired by the end.
This service is for that gap — the last mile of a project that deserves to be finished as carefully as it was started.
Signs this service fits
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You have a working build that plays well but isn't quite release- or showcase-ready
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There are surface bugs or rough text areas you know about but haven't had the energy to resolve
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You want someone else to be able to pick the project up without needing to decode it
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You want the game finished in a way that respects the work already put in — not overhauled
Our approach
A careful second pass, not a takeover.
We review the build as it stands — playing through it, looking for anything that would interrupt a player or confuse someone trying to continue the project. We're not looking to change the design; we're looking for the gaps between what was intended and what's currently there.
Bug fixes are light by design. We address the visible, reproducible issues — not edge cases that would take a deep investigation to track down. On-screen text is reviewed for consistency, readability, and tone. We flag anything that seems off and fix what we can within the scope.
The handoff document is written plainly. Structure of the project, what each part does, where things are, what still needs attention if anything does. Something a capable collaborator could read in twenty minutes and feel oriented.
Your voice, preserved
We don't substitute our design instincts for yours. The game should still feel like you made it when we're done — just with the rough parts resolved.
Scope kept honest
This is a finishing service, not a rebuild. If something would require significant rework to fix properly, we'll flag it for you rather than quietly opening that scope.
Handoff written for humans
The documentation isn't a code comment dump. It's written so that someone unfamiliar with the project can get their bearings without a guided walkthrough.
What working together looks like
Steady, communicative, and easy to hand off from.
Review and log
We play through the build and produce a short list of findings — bugs, text issues, structural notes. You see the list before we do anything. Nothing gets changed without your awareness.
Polish pass
We work through the agreed list — bug fixes, text edits, minor consistency improvements. The touch is deliberate and contained, staying within the scope of the original build.
Handoff document
We write a clear document covering the structure of the project and what someone would need to know to continue it. Delivered alongside the polished build.
Investment
Marquee Polish & Handoff — $450 USD
What's included
$450 USD — one-time
Full playthrough review with a written findings log
Light bug fixes — surface-level, reproducible issues resolved
On-screen text cleanup for clarity, consistency, and tone
Handoff document covering project structure and continuation notes
Full ownership of all deliverables — build, fixes, and documentation
$450 is the cost of a focused, careful finishing pass on work you've already invested significantly more in. It's a contained engagement — we review what's there, work through the findings list, write the documentation, and close out.
The fixed price means you know the cost before we start. There's no hourly accumulation as we find more things — the scope is agreed upfront and that's what you pay.
If the review turns up something that genuinely needs deeper work than a light bug pass, we'll flag it separately and discuss it with you rather than quietly absorbing the extra work or the extra cost.
Why finishing well matters
The last ten percent shapes how the whole game reads.
Players notice polish not as a feature but as the absence of friction. A placeholder label, a score counter that wraps unexpectedly, an instruction screen that hasn't been updated since early development — individually small, but they accumulate into an impression.
The handoff document matters just as much. Without it, the knowledge of how the project works lives only in the heads of the people who built it. That's fine while everyone is around, and fragile the moment anyone leaves or needs to step back.
This service addresses both. The game feels finished because the rough edges are gone. The project is recoverable because the documentation is readable.
What the review covers
Surface-level bugs visible during normal play
On-screen text — labels, UI copy, instructions, score displays
Consistency of tone and terminology throughout the game
Project structure for handoff documentation
Deep technical rewrites — not in scope for this service
Realistic timeframe
Most polish engagements complete within one to two weeks, depending on the size of the findings list and your availability for a short review call mid-process.
Our commitment
The scope is agreed before we touch anything.
Before we start the review, we have a short call to understand what you're expecting from the polish pass and what the build's current state is. That conversation shapes the scope agreement, and nothing outside it gets changed without a discussion.
The findings log we produce at the start of the engagement is shared with you before we action anything. You can adjust priorities or flag things to leave alone. It's your game.
The introductory conversation is free. If the build turns out to need more than a polish pass to get to a releasable state, we'll be honest about that before you commit to anything.
How to get started
From first message to finished game — here's how it goes.
Tell us about your build
Drop us a note with a sense of where the game is — what's working, what's rough, and when you're hoping to release or show it. A short description is plenty.
Scope call
We'll talk through what a polish pass would cover for your specific build and confirm it's the right fit. No pressure to proceed if it isn't.
Review, polish, hand off
We work through the agreed findings, write the documentation, and deliver a clean, finished build back to you — ready for release or showcase.
Ready when you are
Your game deserves a finish that reflects the work you've put in.
Reach out with a note about your build and we'll discuss whether the Marquee Polish & Handoff is the right next step.
Start the conversationFree intro call. Scope agreed before anything is changed.
Explore other services
Other ways Coinslot can help.
Stage 1
Arcade Concept Session
Still shaping your idea? The concept session works through your core loop, controls, and game feel — leaving you with a brief and a prototype to test from.
Stage 2
Cabinet Build Package
Have a concept but need the build? The Cabinet Build Package brings a single arcade title from prototype to a working build with input mapping and playtesting included.