While not limited to the web browser, indie developer NUSPEKO has become a major player in the browser gaming space with brilliant, quick-to-play titles like Penalty Shooters 3, Hotfoot Baseball, and others.
Now partnering with FRVR for a number of releases, including Penalty Shooters 3, NUSPEKO CEO Vladeta Marinkovic sat down with us to discuss the current market of browser releases. As an independant developer from Serbia, Marinkovic first started in web game development 20 years ago, but has now built out a number of hit titles with hundreds of millions of plays online.
When did you start developing games and why did you choose the mobile / browser space?
Marinkovic: My roots in game development go back to the 8-bit machines of the late 80s, but I published my first web game ‘only’ 20 years ago. I have been developing web games professionally since 2010. The browser space was covered by Flash technology at that time, and developing in Flash suited me best because it reminded me of the early games from my childhood. Also, it was then that I realized that the web is the most suitable place for small independent developers.

What made you want to create a soccer game – and how do you balance creating something unique with expectations players have for the genre?
Marinkovic: I’ve always loved football (soccer) and football games. My plan was to create simple titles that would capture the essence of the game. Usually with simple controls, one or two clicks but with good timing. I wasn’t satisfied with the existing games on the Web because they seemed to me to be made by people who didn’t like or understand football.
What makes an addictive, highly playable game?
Marinkovic: An addictive game gives players clear short‑term goals, tight feedback loops, and a sense that progress is always possible. Key ingredients are simple controls, instant feedback (effects, sounds, UI), just‑right difficulty ramp, and small but frequent rewards that keep players saying “one more try / one more round”.
How has the browser/mobile market changed, and now have smartphones played into the genre?
Marinkovic: The browser and mobile markets have matured: mobile is saturated and acquisition is expensive, while browser‑based and web‑native games are becoming a more attractive niche for indies.
On browser, modern standards (HTML5, WebGL, WebGPU) let small teams ship high‑performance 2D/3D games that run on almost any device, without app‑store gate‑keepers or complex builds.
WebGPU specifically gives near‑native graphics performance, enabling rich visuals and effects in the browser, which was nearly impossible before for indie‑sized teams.

What are the essential ingredients for a great browser game?
Marinkovic: A great browser game is usually: Instant to load and play (no install, small payload); Simple on‑boarding (one‑click start, clear first‑time‑UI); Polished core loop (a repeatable, satisfying action cycle that feels fair and rewarding); Responsive and lightweight, so it works well on phones, tablets, and weaker PCs. If you add social or viral hooks, retention and discovery go up fast.
But that “something” is also needed, some mysterious factor that will make the game “click” with the audience. This is not easy to achieve, because if it were, everyone would be making hit games.
What makes the browser the perfect place to discover and play new games?
Marinkovic: The browser is the lowest‑friction playground: you click a link and play immediately, without downloads, installations, or storage worries. Because games live on URLs, they’re easy to share over social media, messengers, or forums, and they automatically work across phones, tablets, laptops, and even TVs, no separate ports or app‑store submissions. This turn‑every‑page‑into‑a‑mini‑game flexibility makes the browser the ideal discovery layer for casual, experimental, and viral indie titles.



