01 · Where the idea came from
Every game started with something Sabina liked.
One of Sabina’s friends has a Magic 8-Ball. Sabina was fascinated by it and loved that she could ask random, silly questions and get a surprise answer.
The first web version kept that simple fun, then added a crazy Rainbow Ball whose answers might not make any sense at all. Penguins, waffles, dramatic potatoes, invisible ducks, and suspicious colors could all decide the future.
Then the idea grew again: Sabina wanted to ask questions out loud and invented a Good Kid Ball. It cheers on helpful choices, suggests one more kind thing to do, and occasionally sends you to have a glass of milk for no obvious reason.
02 · Our first plan
We wrote down what the game needed.
Our first plan was short. It listed the characters, actions, rules, and goal. That gave the coding helper enough information to make a first version.
One question box that works by typing or by speaking into the microphone.
A large ball that shakes before every answer appears in its window.
Classic mode with familiar yes, no, maybe, and ask-later answers.
Rainbow Ball mode with strange answers that combine surprising beginnings and endings.
Good Kid mode with encouraging advice, an extra helpful idea, and a little silliness.
A full color change so each of the three modes feels like a different little universe.
03 · Parts of the game
Each part has a job.
Engineers often call these parts systems. When we name each system, it is easier to understand what it does and fix it when something goes wrong.
Question
When can the player ask?The ball waits for a real question. Pressing Enter, tapping the ball, or choosing the answer button all use the same rule.
Voice question
What happens when the player speaks?The microphone listens once and puts the words into the same question box. If voice input is unavailable or blocked, typing still works.
Classic answers
How does the first mode feel familiar?It chooses from a balanced set of confident yeses, careful maybes, ask-later replies, and clear nos.
Rainbow answers
How can nonsense stay surprising?The game joins one strange beginning to one strange ending, creating many possible answers from two small lists.
Good Kid answers
How does helpful advice stay playful?Helpful questions get encouragement, another good deed, a gold star, or a completely unexplained glass of milk. Obviously unkind questions get a clear no and a nudge toward a safer choice.
The reveal
Why wait before showing the answer?A short shake hides the choice for a moment. That tiny pause turns random text into a fortune reveal.
04 · What we changed
We played the game and made it better.
- 1
Start with a friend’s toy
We kept the part Sabina loved: ask a silly question, shake the ball, and discover a surprise answer.
- 2
Let the player speak
We connected the microphone to the regular question box, with clear listening, unavailable, blocked, and try-again messages.
- 3
Make the modes feel different
We changed the title, colors, helper text, answer rules, and even the mood of the room for Classic, Rainbow, and Good Kid mode.
- 4
Keep nonsense fresh
Instead of writing only a few complete silly answers, we made two lists that can be remixed into dozens of combinations.
- 5
Add kind advice
Good Kid answers always point toward helping or kindness, but the occasional glass of milk keeps the fortune surprising.
- 6
Test every way to ask
We checked typing, the microphone button, the answer button, the ball itself, and the Enter key so the game works naturally on phones and computers.
05 · What we learned
Thinking like an engineer
A tiny game can keep growing without losing its simple rule. Classic, Rainbow, and Good Kid all share one question-and-answer loop, while their language, colors, and feelings make them distinct. Voice input adds another way in, but a good fallback means the game still works everywhere.
Talk about it together
Questions you can ask while you play
- Which classic answers feel hopeful, uncertain, or negative?
- How many different rainbow answers can two small word lists create?
- What kind thing should the Good Kid Ball suggest next?
- How should the game explain microphone permission without getting in the way?
- How long should the ball shake before the reveal feels exciting instead of slow?