04 / Prep Everything!
A simple gesture only feels simple after the controls, camera, feedback, and failure states agree with each other.
I designed Prep Everything! around short preparation tasks: cutting and wrapping watermelon, painting fish, packing strawberries, completing orders, receiving grades, finding rare variants, and choosing what to ship or keep.
01
Why I started it
I wanted to avoid the repetitive clicking and oversized maps common in many simulator games. I needed a loop I could build in small pieces and that a phone player could understand within seconds.
I narrowed the core idea to one compact station: choose an order, complete a tactile task, receive a grade, then ship the result or keep a rare version.
02
What I designed
- A five-product delivery loop with normal, rush, and gold orders; grades; rare reveals; shipping; keeping; collections; and delivery bonuses.
- Touch constraints, task cameras, arrows, highlights, feedback, timers, and tutorial sequencing for phone play.
- Server-controlled grades, rewards, thresholds, mistakes, and progression.
- A content path based on reusable stations and new preparation mechanics rather than a map that grows faster than it can be maintained.
03
What I found difficult
While testing, I found that touch interactions fail in small, specific ways: a drag stops mid-path, a guide sits above the actual target, an object rotates on the wrong axis, a hit area is too short in landscape, or the task never reaches a valid completion state.
I had to write detailed bug descriptions and repeatedly adjust the interaction itself, not just the appearance around it.
04
What I am testing now
I now have a defined loop and a large QA record. My next step is to narrow the product set, make three tasks consistently good, and prove the delivery and collection loop before I expand the map or monetization.