Work/Pen Fight
Now on Google Play
Pen Fight app icon

Pen Fight

The back-bench pen fight, on a phone.

Flick your pen. Knock theirs off the desk. A game almost every Indian kid played at school, rebuilt for phones, from a blank page to Google Play in one week. I led the product and the design, tested it with real people and built it with AI.

Role
Product owner and designer
Platform
Android · Flutter
Store
Google Play
Built with
AI
One weekFrom a question to Google Play

A brainstorm on 9 October. Approved on Google Play on 16 October.

From scratchNo game engine, no templates

Physics, the computer opponent, every screen and all the art, built for this game.

OnlinePlay a friend with a code

Share 5 letters on WhatsApp and play the same desk on two phones.

TestedReal people at every step

Every big change started with someone playing it: me, or a tester.

Timeline

One week, idea to Google Play.

Every day ended with something I could hold and play.

  1. 9 Oct Day 1

    Idea and prototype

    • Brainstorm and market research
    • 8 one-day game ideas, then my pen-fight idea
    • A playable HTML desk
    • 2,000 simulated rounds to fix the balance
    • First test on my phone
  2. 10 Oct Day 2

    Real people, real fixes

    • 3 people play it, 3 gaps found
    • A ladder, a coach and a nostalgia pass
    • “It looks cheap”, so a premium look
    • Classrooms, coins, pens, names
    • Rebuilt as a native Flutter app
  3. 11 Oct Day 3

    Art and accounts

    • Painted art, made offline
    • A new icon and an opening intro
    • Sign-in, cloud save and a leaderboard
    • Testers' feedback: whose pen is whose
  4. 12 Oct Day 4

    Play a friend online

    • A welcome screen and My Profile
    • Friend matches with a 5-letter code
  5. 14 Oct Day 6

    A real crash, fixed

    • Crash reports caught a sound error on my own phone
    • Fixed the same day
  6. 15 Oct Day 7

    Safe to ship

    • A security check, and every issue fixed
    • An age check for younger players
    • Privacy policy online
    • Submitted to Google Play
  7. 16 Oct Day 8

    On Google Play

    • Approved by Google
    • Live on Google Play, players giving feedback
In numbers

What one week made.

7Days, from idea to Google Play
180Levels across 4 classrooms
8Bosses to beat
5Pens, each with its own power
20Test builds, each one played
2,000Rounds simulated to fix the balance
3Testers who reshaped it
0Game engines or templates used
The process

How it was made, step by step.

From a product question to a game on Google Play.

01Problem statement

A shared school memory, with no fair way to play it on a phone.

Adults who grew up in Indian classrooms share one memory: the back-bench pen fight. Two pens, one desk, one flick at a time.

The goal: a mobile version that feels nostalgic, is fair to both players and can be learned in one flick.

02Brainstorm

It started with a product question, not a design task.

Some very simple games spread on their own. Which ones, and why? I asked the AI to research the game industry the way a product manager would.

The 5-second test

If a stranger gets the game from a silent 5-second clip, it can spread by itself.

10 patterns that keep going viral

Block puzzles, merging, sorting, physics fails, daily shared puzzles and more. Each with why it spreads.

The habit loop

Trigger, action, reward, investment. Useful, so I also set a limit: no tricks that work against the player.

Most hit games are a familiar mechanic with a fresh theme.

03Research

Every mechanic already existed. So: is there a desi version?

A market check on each idea we could build in one day.

The ideaThe market check
Chai StackStack clay cups at a tea stallNo chai-stacking game found. A gap.
Hinglish word gameA daily word puzzleLooked open
Color HideHide and seekToo crowded
Gate RunnerA runner gameToo crowded
04Ideation

Eight ideas. One built. Then my own.

Chai Stack was built as a single HTML file in about ten minutes: a clay cup slides, you tap to drop it, the overhang breaks off. It played fine, but it didn't hold me.

So I brought my own idea: the back-bench pen fight. Almost everyone who went to school in India played it, and it's naturally a game for two people on one desk.

How it narrowed
PathWhy do simple games spread?8 one-day ideasDoes a desi version exist?Chai Stack, builtMy idea: Pen Fight
Swipe →
05Prototype

Playable in minutes. Then my thumb found the flaw.

One HTML file, so I could play it at once on my Mac, then on my phone over home Wi-Fi.

Playing it, I saw the problem: whoever shot first with full power won, every time. The AI measured it before changing anything: 2,000 simulated rounds, and a full-power shot won 99% of them.

BeforeCoin tossFull-power shotOpponent off the desk!Game over in one shot!My rulesPens start at both endsFull power = half the deskThe aim line shows where it stops5 to 13 shots a round
The AI's first fix made the aim shake at high power. I replaced it with rules, so skill decides the round, not luck.Swipe →
06User testing

Three people played it. Each found a different gap.

I gave the build to three people, guided them where needed and wrote down what they said. Each comment became a system, not a patch.

The challenge seeker“Only I win.”

No challenge, so he got bored. So: a ladder of 8 classmates, each harder than the last.

The first-timer“What do I do?”

She needed me beside her. So the first match now has a coach that shows each step.

The nostalgia seeker“It doesn't feel like school.”

The theme missed the memory. So: a chalkboard menu, the school bell, and “Period 1” instead of “Round 1”.

App screen
App screen
App screen
App screen
App screen
07Iterations

Five looks in about a day.

Every round started with something I saw while playing, or something a tester said.

1
Round 1 · After testing

A ladder, a coach and a nostalgia pass

The three testers' gaps became three systems: 8 classmates to beat, a first-match coach, and school words, sounds and doodles everywhere.

Learned: Feedback works best turned into systems, not tweaks.

2
Round 2 · “It looks cheap”

A premium look, benchmarked

I judged the first app cheap and picked a benchmark: a well-known pool game. I shared a photo of a real school desk as the starting point. The research found the fix was art and feel, not the physics.

Learned: One bright desk inside a dark room. Gold only for rewards.

3
Round 3 · My product calls

Classrooms, coins, pens and names

4 classrooms with 30 to 60 levels each. Coins only, earned and never sold. Pens that grow in power, like pool cues. Your name carved on your side of the bench. And classrooms named by school year, never by type of school, so nobody is looked down on.

Learned: Watch the AI's defaults for bias. Its first names turned a progression into a rich-school, poor-school ladder.

4
Round 4 · My playtest notes

Gaps, names, a reason to come back

Space beside the desk so you see the pen fall. “ROHAN OUT!” instead of just “OUT”. A different bench every level, neon for the last classroom, a daily attendance reward, ranks and win tags.

Learned: Nostalgia gets the first minute. Fun keeps the next hour.

08Development

Then I asked: is this really Flutter?

To reach the store fast, the first app was the HTML game inside a Flutter shell. I hadn't asked for that, so I questioned it.

We rebuilt it as a real Flutter app: about 2,000 lines ported and tested, before adding anything new.

How it was built

Each step only after the one before was tested.

BuildOne HTML fileFast to play and changeHTML inside FlutterFast to the store!Native FlutterSmooth, a real appPainted artMade offline
Swipe →
The game today, one screen
Aiming with a power armed123456
  1. 1Period, not roundSchool words, everywhere.
  2. 2Pull back to aimA longer pull means more power.
  3. 3An honest aim lineThe dots end where the pen will stop.
  4. 4Power spotTouch it to collect Freeze or Power.
  5. 5Your name, carvedOn your side of the bench.
  6. 6Use it when you chooseTap to arm a power before a shot.
09Going online

Then the original two-player game, across two phones.

The pen fight was always played with a friend. So the next step was a friend match online: no strangers, no chat, just a code.

A friend match

Same desk, same physics, on both phones.

MatchCreate a roomShare 5 letters on WhatsAppFriend joinsTake turns, 25 seconds eachRematch
Swipe →
App screen
App screen
App screen
App screen
App screen
ChoiceGoogle or guest

Play as a guest, or sign in with Google to keep progress on a new phone.

KindReactions, not chat

Six quick reactions like “Shabash!”. No typing, so nothing rude.

FairYour name is your choice

The leaderboard shows your name only if you turn it on.

10Safe to ship

Before Google Play: safety, privacy and a real crash.

A game with a school theme will reach young players. So the last days went into making it safe, not adding features.

Age checkUnder 13s play offline

A simple age screen at the start. Younger players get no online play and no ads.

SecurityA full security check

Every issue it found was fixed before submitting.

Crash reportsA real crash, fixed

A sound error on my own phone was caught by crash reports and fixed the same day.

App screen
App screen
App screen
App screen
App screen
11Google Play

Submitted on 15 October. Approved on 16 October.

Now on Google Play, with players sending feedback every day.

The road to launch
LaunchStore listing and privacyGoogle reviewApproved in a dayOn Google PlayPlayers giving feedback
Swipe →

The simulation found a fix. Playing it on my phone found the right one.

12What I learned

What I'd carry into the next one.

Play it, don't just read the numbers

The simulation measured the problem. Holding the phone found the fix.

Turn feedback into systems

Three comments became a ladder, a coach and a nostalgia pass, not three small patches.

Say the platform out loud

Asking “what is it really built in?” early would have saved a rebuild.

Ship safe, not just fast

The last two days went to safety and privacy. Google's review took one day.

The person behind this work Finance first, then design. I build what I design. Read my story → All work