Slope Cube
That was a long time ago. I loved games and watched casual gaming take over the App Store. I thought: why not try?
I hired a Swift developer, shaped the concept, did the design — and ran into the core issue for the first time: a game doesn't earn from ads unless you have a huge audience. Where do you get that?
Slope Cube taught me about reality. An idea can be good, but if you can't bring people in, it won't work.
It became my "closed gestalt," and I moved on.









