Hey IH 👋
I'm Prakash, a full-stack engineer by day (NestJS/React/TypeScript, mostly fintech SaaS) and a solo indie dev on nights and weekends. Loop is my most recent side project, and I just shipped it to Google Play.
What it is:
Loop is a single-mechanic puzzle game: draw one continuous path through every numbered cell on a grid, in order, without crossing yourself. It's the same idea behind LinkedIn's "Zip" puzzle (which is having a moment right now) and, more formally, it's a Hamiltonian path problem — visit every node in a graph exactly once. I've always liked that mechanic and felt like there wasn't a dedicated, polished mobile game built purely around it, so I built one.
Why I'm posting here:
I have zero ad budget and I'm doing this entirely through organic channels — ASO, Reddit, short-form video (Shorts/TikTok/Reels), and now here. I'd rather learn the hard way through real distribution than throw money at UA before I even know if the core loop (no pun intended) resonates.
Where I'm at:
Solo-built end to end — design, mechanic, backend-free (fully offline puzzle logic)
Live on Google Play now
Working through ASO (title/description keywords, screenshots, promo video)
No revenue yet — free to play, still deciding on the monetization model
If you want to try it: Loop: Number Puzzle Game
What I'd love feedback on:
If you've played Zip, Nikoli-style loop puzzles, or anything similar — does the core mechanic sound compelling as a standalone app, or does it feel too thin without additional modes?
Anyone who's grown a mobile puzzle game with zero budget — what actually moved the needle for you early on?
Happy to share more detail on the build (it's a fairly simple client-side puzzle-generation algorithm, happy to talk through it) if anyone's curious. Mostly just looking for honest reactions before I sink more time into features nobody wants.
The decision to hold off on monetization while figuring out whether the core loop resonates is interesting. Curious what early players seem to care about most so far.