I’ve been thinking about a side project.
Nothing built yet. No landing page. No waitlist. Just an idea that won’t leave my head.
The concept is simple:
A mobile game where you don’t pay to win.
You walk to win.
Instead of coins, battles, or timers…
Your real-life steps unlock progress.
Imagine a city builder (or maybe a zoo, or even a garden).
Every step expands your map. New areas. New buildings. New unlocks.
The more you move in real life, the bigger your world gets.
What I like about it:
What I don’t know yet:
I don’t want to build an MVP and then ask for feedback.
I’d rather shape the MVP around early reactions.
My goal would be:
I recorded a 40-second breakdown explaining the idea visually:
👉 https://youtube.com/shorts/QeJXRKbQoeM?feature=share
If you have 40 seconds, I’d really appreciate you watching it.
And even more if you leave blunt feedback here.
Would you try this?
What would kill it?
What would make it addictive?
I’m building anyway. But I’d rather build it right.
I actually like the idea of a walk to win game, it feels simple but also kind of addictive if you do it right, especially if you tie progress to real movement instead of just passive tracking, because then people feel like they are actually earning something. I would focus a lot on making the rewards feel smooth and not frustrating, since that is what keeps people coming back, and that is why I sometimes look at how other systems handle user experience, like in https://kaszino-world.com/top-5-kenyelmes-online-kaszino-magyar-jatekosok-szamara/ where the whole point is how easy and comfortable everything feels in practice, not just on paper. That same logic applies to your game. If it feels effortless to use, people will stick with it longer. The core idea is solid, it just needs that smooth flow to really work.