Tap On Time: Project Description

Tap On Time is a light, playful tapping game built for everyone, kids, parents, commuters, designed to be enjoyed in short bursts of 30 seconds. It’s a game born of family: built for my two children (ages 8 and 3), with a vision of safe fun, no disruptive ads, and endless curiosity.

A story worth remembering

I’m an Italian developer living in Rotterdam, Netherlands. Five years ago, I left my software engineering job during to give myself space: to build, to create, and to be present with my family. Over this time, I’ve shipped several apps (see my portfolio https://linktr.ee/antoniocappiello). Tap On Time is my first game.

At Fluttercon 2025 in Berlin, I met Perttu Lähteenlahti (RevenueCat). He encouraged me to submit to shipaton, sparking this moment. I’m also deeply grateful to David Barnard (RevenueCat), whose content and mentorship steered me to adopt RevenueCat a few years ago already.

The core delight (MLP)

I focused on building a minimum lovable product, something small, polished, and magical, rather than overly ambitious from the start.

In Tap On Time, the delight lies in the tap itself, the rhythm, the evolution, the payoff in progress, even if just for 30 seconds.

I designed it to suit all ages by making available 2 playing modes:

  • Levels mode: starts very easy and gets harder step by step, so even very small kids can play.
  • Endless mode: starts at medium difficulty and keeps going forever, more challenging for grown-ups.

As players progress through the levels, they follow a small “hero journey”:
egg → chicken → phoenix → dragon → galaxy → universe → black hole.
This storyline keeps kids motivated and curious to see what comes next.

The game includes ads, but they are placed carefully. They are never random or invasive, because the focus must stay on the fun, not the interruptions.

Building fast

I built with Flutter + Flame, targeting both Android and iOS from the same codebase. For monetization and purchase management, I integrated RevenueCat (even bending its typical subscription model to support consumables and virtual currencies).

I used ChatGPT to help prototype, scaffold UI logic, and brainstorm game ideas. Testing with my kids, friends, and early beta users shaped almost every adjustment, from tap timing to difficulty curves.

Challenges & trade-offs

  • Designing playful, appealing assets was a constant struggle as a solo dev.

  • Balancing game difficulty across ages, making sure a 3-year-old doesn’t feel frustrated, while a parent still finds challenge.

  • Limited marketing bandwidth: maintaining other apps and doing everything myself meant I had limited time to share my progress in public or doing proper marketing.

Traction & momentum

  • 3,000+ pre-registrations / pre-orders across iOS & Android.

  • App translated into 42 languages, making it accessible globally.

  • A growing circle of testers and early adopters giving feedback and sharing the app.

These signals, preorders, meaningful feedback, and growing translation support, show momentum, not just a prototype.

What I’ve learned so far

  • The smallest interaction (a well-timed tap) can carry delight across ages if tuned well.

  • Feedback from real users (especially kids) is the sharpest tool: listening is more powerful than over-engineering.

  • Speed with polish beats slow perfection: build, test, ship, repeat.

  • Community and mentorship matter: insights from Revenue Cat YT channel and resources from other devs pushed me forward.

What’s next

This is only the beginning. My next steps are:

  • Add more levels, modes, and evolutions.
  • Improve graphics and animations.
  • Focus on marketing and user growth.
  • Keep refining the ad experience to stay safe for kids.
  • Continue learning and improving as an indie dev.

Tap On Time still feels raw, but it’s alive, growing, and full of potential.

I believe this game can become a little ritual of joy for families and commuters everywhere.

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