So…what problem are we solving? Fear of flying, apparently.
My daughter and I were flying home from Puerto Rico through thunderstorms. I tried playing solitaire on the seat-back screen, then explaining it to her. She wanted nothing to do with it. Boring. Complicated. She handed me her phone to play Fruit Merge.
For a while, sliding and dropping fruit with faces was more compelling than worrying about the plane.
But couldn’t solitaire be fun for her too? Keep the satisfaction of building a run. Add time pressure like Tetris. Specials like Arkanoid. Grotesque little creatures. Explosions. And that feeling when you lose: “I was so close. One more.”
Back home, I started experimenting.
After years of SaaS product management, this was a ridiculously enjoyable problem to work on. I could apply the same craft—work out the rules, build something testable, watch what people understand, adjust—and spend an unreasonable amount of time considering inflatable monsters.
There was even a spreadsheet comparing visual metaphors. Of course there was.
The brief became: make a quick, touch-controlled stacking game with satisfying transformations, meaningful choices, and a reason to try another round. Make the relationships understandable through play. Give it some personality.
Whether it would interest my daughter—or anyone else—was something I’d have to find out.