The problem
Games are unusually hard to specify. Feel, timing, and the moment a player decides to go again are not things that can be written down in advance and then built to. They have to be found by building, testing and rebuilding.
What we built
Everything in the ocean wants to eat him. His only defence is to puff up at exactly the right moment, or become somebody's lunch. Free to play on both platforms, with daily leaderboards.
The result
Live on iOS and Android with daily leaderboards. The work it takes to get timing and responsiveness right is the same work that makes any interface feel solid under a thumb.