Casual web-arcade brand — physics-based skill game untuk Indonesian mobile players
Hyper-casual mobile game (Subway Surfers, Candy Crush) didominasi global studios dengan IAP aggressive. Indonesia mobile-game player banyak BUT branded-Indonesia-game options minim. slingdime.com: physics-skill game (think "Angry Birds simple") yang playable di browser/PWA tanpa download — daily challenge + leaderboard nasional + monthly hadiah pulsa/voucher.
Target MRR tahun 1: Rp 10-25 juta/bulan.
Worker + D1 (scores, users, daily-challenge) + KV (leaderboard hot cache) + Workers AI
Week 1-3: MVP scoped ke core wedge — single feature yang demonstrate value. Week 4-6: Tier paid launch + Mayar QRIS integration. Week 7-9: Content/SEO push + community/partnership outreach. Week 10-12: Iterate berdasar usage data, double down ke channel akuisisi terkuat.
Indonesian-branded prize + community = retention compound. Pure-skill no-pay-to-win = differentiator vs global apps.
This domain MUST operate within these constraints — no exceptions:
If the plan above describes any flow that violates these constraints, treat the plan as ASPIRATIONAL only and rework before building. The constraint trifecta wins.
Ask AI to research, improve, or generate content.
Try: "Research competitors for this niche"