How I built a "Tactical Math" grid-based game
I’m a solo developer, and for the last few months, I’ve been deep in the "Abyssal Grid" building Myne Zapper.
The goal was to create a puzzle game that didn't feel like a classroom quiz. I wanted it to feel like you’re a terminal operator in a high-stakes sci-fi movie, desperately trying to stabilize a signal before the hull breaches.
The World Building
I didn't want it to just be an abstract grid. You play as Eugene (MZ-04), who has to mimic the abilities of his own corrupted squad to survive a conflict with his brother, Vincent, who was consumed by the Singularity. The story unfolds through Black Box Logs you recover as you descend into the grid.
I’d love your "Maker" perspective on a few things:
UI/UX: Does the terminal aesthetic (neon cyan/purple) feel immersive or too busy?
The "Math Gap": Is solving equations under a 10-second timer "fun stress" or just "stress"?
Monetization: I’m using a "Surface Breach" (first 10 levels free) model. As makers, do you prefer one-time unlocks or subscription models for indie games in 2026?
Check it out here: https://apps.apple.com/us/app/myne-zapper/id6760382131

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