ENTRY 042025 · 2 MIN READ

Falafell

Falafell started as homework. We wanted to understand game feel — why some taps feel crunchy and some feel dead — and decided the only honest way to learn was to ship a game people would actually play.

Falafell gameplay on a phone FIG. 01 — PLAYTEST NIGHT. THE SHOUTING WAS PART OF THE DESIGN.

Playtest nights got loud. The difficulty curve was tuned by ear — literally, by listening to which failures made people laugh and which made them put the phone down. We kept the ones that made them laugh. We learned more about animation timing in six weeks of Falafell than in a year of app work, and every app we've shipped since taps a little crunchier because of it.

WHAT HAPPENED →

"Rage-quit twice. Five stars." — an actual store review, and honestly the whole design goal.

— Samson TUNED THE DIFFICULTY BY EAR, SHOWS NO REMORSE