Welcome to JayArmstrongGames.com! A collection of independently made flash games designed by me.
If you’re looking for some games that might earn you a bit of money, you may enjoy playing poker online and trying your luck. For those who enjoy playing games of chance may also want to check out www.onlineroulette.ca for their collection of games as well.

Super Rocket Pets on mobile!

The Rocket Pets are blasting off through a galaxy not so far, far away. These flying fur balls are on a thrilling quest for coins. Explore the beautiful planets as you try to travel as far as possible in this action platform game. Customize your wonderful pets as you see fit, upgrade their gear and beat your previous records in Super Rocket Pets!

Build a team of rocket powered pets and blast across the galaxy in Super Rocket Pets, an addictive action platform game for mobile!

Super Rocket Pets is an exciting new action platform game developed by Massive Monster and Mode Games for mobile. Take control of a cute pet with a rocket pack and navigate through colourful levels, dodge spikes and rogue rockets to advance your progress through the galaxy. Collect coins to spend at the shop, where you can upgrade your arsenal and buy new pets, expanding your squad into a fully fledged team of rocket powered critters. Reaching checkpoints will unlock new costume items, allowing you to customise your team as you see fit. Collect power-ups to blast your pets forward through levels, find Paw Tokens to unlock rich new worlds to explore, and share replays of your best runs with friends using Everyplay.

After the great success of their popular flash game ‘Rocket Pets’, Jimp and I have worked together with Mode games to greatly expand the game and bring it to mobile devices. Super Rocket Pets is free to play and available now on both Android and iOS!

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Super Adventure Pals 2 Massive Monster Jay Armstrong Games Greenlight

Super Adventure Pals 2 Coming very soon!

The game has turned out way better then we had hope for. It’s smooth, its alive, its full of personality and everything in it is feeling great. And most importantly, it is not long to go now until the release!

Prepare to enter a world full of zombie cat pirates, hot dogs pooping mines, blob monsters spawning flying jelly fish unicorns, crab people and spooky moon ghosts.

Help the toast people in their revolution against their oppressive dinosaur overloads in a post-apocolyptic wasteland, crown the pirate king in Port O’Potty, seek out your mentor in the underwater world of Crablantis and build a rocket to the moon to rescue your Dad from Mr B’s Hot Dog factory!

Keen to see a sneak peek of Pirate Cove? Perhaps a little bit of the action? Sure thing buddy:

For those who like to know a little bit about development, you might like to know that each part of the game is slightly different. The levels are straight up platformer, while the towns control like a brawler game, and the world map is controls like a top-down game.

You can see that the brawler angle let Julian (king of the art) create some really fantastic looking locations. Here you can see the process of design from the pencil and paper concept drawing to in-game footage.

And having that zelda style top down view for the world map helped us create a feeling of freedom in the world and hopefully a sense of exploration and adventure as you roam between levels, towns and different game areas.

We’ve gone out of our way to make absolutely everything in the game feel ‘juicy’ and full of feedback. We posted this gif a few months ago. Its the zip line mechanic, but as you can see it rocks and bounces when not in use and then the rope buckles under your weight before springing back in to place when you jump off it.

Further to this, we’ve used a ‘skeletal’ animation system as well. This has meant super smooth transitions between animations. Instead of having fixed frames like many 2D games, the various body parts will tween smoothly between positions, like they would in a 3D game. We’ve used this to great effect on all our characters, bosses and many of the enemies as well.

Here is a great example of it used on the Breakfast Buccaneer, the Pirate Cove boss:

These animations were done by our good friend Jon, who is just ridiculously talented and did all the artwork for Super House of Dead Ninjas. When his animation and Julian’s artwork combines, something really awesome happens, and I’m just glad to be a part of it.

We’ll be keeping the updates, screenshots and vids flowing now as we head towards a release date.
Thanks for staying with us and I hope you are as excited about the game as we all are!

Follow us on @sapgiraffe | www.SuperAdventurePals.com | www.SuperAdventureLog.tumblr.com


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Super Adventure Awesome!



What’s New?

We are pleased to announce the new Super Adventure Pals! They are 200% sexier, 200% sillier and 200% worse at maths!

We are super excited to show you what we’ve been working on. To make sure we made the best game we possibly could, after the game got Green-lit we made the tough decision to start the game from scratch again. We have been working on it ever since then are so proud of the results so far. We still have a few months to go to get the game where it needs to be but we are getting very, very close! To make sure the game is overflowing with quality, great music beautiful animations and challenging levels we have outsourced a lot of the game to make sure it oozes quality and polish. This included animations, level designs, backgrounds, concept art and Music.

To update the ‘pals, we put a lot of time in to re-envisioning them and delving into what made the first game great and the opportunities we had with it. We took all that goodness and crammed it all and more into the game and their new stars to let it shine.

What was re-Designed?


  • The Pals; There relationship and interactions. We emphasised this firstly by making the giraffe always on the screen so you know his there with you. We also focused on incorporating the pals whenever we could, gameplay wise and story.




  • Humour; We won’t spoil this one too much, but Super Adventure Pals is wackier than ever don’t worry about it 😉

  • Adventuring; To emphasise adventure we had to take a look at what adventuring was to the game. Being made up of new areas and content and combat. One of the problems of the old games was the combat, there was never too much challenge to it. You can read more about how we made combat not suck HERE
  • Further to this we knew we couldn’t have a good adventure without a good story and world to belong in. We spent a long while creating characters and a world for our pals to engage and adventure in which has lead to nearly 50 NPC’s!


We emphasised the adventuring in our level designs by making sure were constantly incorporating new content for the player to learn and master. We also added in secret cupcakes that would encourage a player to look around the level.

Why the heck did you redo the game!?

The original demo / version of the game we had was in flash. After much reflection and wisdom sessions we decided to start from scratch to make the game we WANTED to make and make a game that didn’t feel like a “Web” game published on steam. We saw this as our one chance to show the world what we can do and we’ve been working by that mind set for the past 5 months.

Sexy New Features

  • 60 FPS
  • Award Winning Physics!


  • Redesigned characters
  • Super duper good animations by @SovanJedi

  • The best ever Music from the talented Hyperduck
  • 2 New Areas
  • Arenas
  • Blacksmith
  • Towns, Shops & Arenas overhaul



  • A whole lot more!


Exciting news ahead!

We will be exhibiting at RTX Sydney, GX Australia & PAX East in the coming months, come check us out if you’re around.

Sign up to our newsletter to keep informed or follow the twitter!

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I was interviewed at PlayExpo

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SAP2: Making Combat Suck Less

Super Adventure Pals 2 is an upcoming platformer adventure game made by two people; Jay Armstrong of Massive Monster and Julian Wilton of Corupted Games. The game was recently Greenlit and is going to be published by Armor Games.

The Story.

Julian and I usually work remotely with me based in the UK and while he works at his home near Sydney, Australia, but in the last few weeks we’ve been lucky enough to spend a lot of time together in order to aid our Greenlight campaign as well as (and more importantly) to take what was a bloated flash game and turn it into a tight, exciting and super fun Indie game built from the ground up for your desktop.

To do this, we are using new tech and workflows – including a really great Haxe library called OpenFl and for the first time using GitHub rather than sharing files over dropbox. This allows us to have high res graphics running full screen at 60fps – a huge improvement from an 800×600 flash window running at 30fps!

We’ve recognised this as an important opportunity to get the game ‘right’ this time. Not many people will know this, but this will be the third attempt to create Super Adventure Pals 2 (If you are interested I wrote an article about it in February 2014 here). With the pressure of a greenlight campaign and Armor Games backing us we are fully aware that this game needs to be special. So the two of us have spent a lot of time over the last two weeks simply sitting down with pieces of paper and pens and having extensive and exhaustive talks about what we think worked in the original game, what we think didn’t work so well and how we can get it spot on this time around.

How to make combat not suck so much.

What of the things we realised was always a bit “meh” is the combat in Super Adventure Pals. It has so far only consisted of dumb enemies mindlessly running at you, usually falling off cliffs and then button mashing them into submission. While we like button-mashing, you could also just as easily run past any and all enemies. Enemies weren’t dangerous, they weren’t threatening, they weren’t even irritations – they could just be completely ignored! This also meant that upgrading your weapon wasn’t particularly important.

1) Avoid clumping, mindless enemies.

To combat these issues we’ve made a number of changes. Enemies now patrol until they see you, then they rush to attack you but importantly, they can recognise when you are being attacked on the side they are coming from and will wait their turn. Unless of course you are being attacked from the other side, then they will sneak in and try and flank you. This makes for a remarkably seemingly ‘smart’ enemies. Don’t get me wrong, this is still straight up button-mashing goodness, but it’s nice to see other enemies standing by and watching on until you dispatch one of his colleagues at which point they’ll jump in to the fray.

2) Make the whole world revolve around the player and his actions

I’ve also made the camera more dynamic, when you are engaging with an enemy there is the slightest zoom in, and the camera centers itself between all the combatants. This works well as there is no mouse or camera-position related controls. It just makes the game feel more alive and responsive.

3) Give things weight and substance

You also can no longer run past enemies, instead they are solid masses which you must either jump over or defeat in combat to get past. I toyed with the idea of them damaging you if you touched them but abandoned this for two reasons. Firstly, it was inconsistent with the enemies attack animations – why would they attack if just touching them killed you? It just felt ‘off’. And secondly, it made it very hard to pull off combos as whenever you got too close you’d pingback and be damaged. No, this approach wasn’t going to work. Instead I created a system where upon touching an enemy you moved back ever so slightly and were unable to move your character forward again for a 1/6th of a second. This meant they felt ‘solid’, even without the use of a built in physics engine, enemies were suddenly sturdy objects and could also act as obstacles in a level.

4) Shake, shake, shake!

Take a note from the good folks at Vlambeer we added a subtle amount of screen shake on landing a hit and then a big amount when killing an enemy. We also flash the screen red when you get hit and white when you defeat an enemy. There is also a few frame’s pause on these events as well and plenty of particles on a hit to create that feeling of power. These all combine to create a subtle feeling of impact during combat. Thanks Vlambeer!

5) Don’t be what you are not

We toyed between a Demon Souls ‘hard-to-land-a-hit-but-when-you-do-its-super-satisfying’ feel for combat and the traditional button-mashing. Needless to say we opted for button-mashing! We removed almost all delay between attacks, you can almost attack as quickly as you can press the attack key, which feels great. We also have attacks that throw enemies and yourself in to the air and others that slam them down again. Smaller hits also knock enemies back a bit and pop them in the air slightly. Again, more subtle techniques to make you feel powerful and have each hit feel like it has impact.

6) Know what you aiming for and focus on being the best you can at that

At the moment we are discussing whether we should have damage numbers and life bars during combat. I think we will probably avoid these for a number of reasons. Firstly, you end up watching the life bars and not the character animations, and the same goes for the damage numbers. It may also make it feel too ‘gamey’. Super Adventure Pals always aims to be slightly self-aware, but with mechanical things like this, its important to get the feeling of immersion right. And finally, if attack damage is consistent the screen will become flooded with the same numbers over and over again, however if there is an element of randomness added to the attack damage that may also feel unfair and be tricky to scale when it comes to levelling up your weapons.

Thanks for reading!

So, there you have it, our rethinking of combat in Super Adventure Pals. I’m pleased to report that engaging with enemies is now actually ‘fun’, and no longer a neglected part of the experience.

Thanks for reading, any questions about this or any other element of Super Adventure Pals 2’s development please just ask! Keep checking back for more news from us – a post a week, that’s what we promise!

Follow development here:

Game: SuperAdventurePals.com | Code: MassiveMonster.co.uk | Art: CoruptedGames.com


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Super Adventure Pals 2 Massive Monster Jay Armstrong Games Greenlight

Vote Super Adventure Pals on Greenlight!!

Super Adventure Pals 2 Massive Monster Jay Armstrong Games Greenlight

Super Adventure Pals 2

What’s that? Yes Super Adventure Pals 2. Its on Greenlight, we are going for Steam. Please vote for it.

We’ve had a heck of a journey getting to this point. So much has changed since we first decided we would make this game. But now with the partnership of the always amazing Armor Games, if we get Greenlit we will be moving the game over to OpenFl and we’ll be able to create an incredible adventure, that likes of which have not been seen!

So please click below to go to the Greenlight page and vote for the game. If you have any questions at all or are interested about what we’ll be seeing in the game just ask! :)

Super Adventure Pals 2 Greenlight

Here is the awesome trailer for the game. Made by the extremely talented Marlon Wiebe who has made some incredible videos for Crypt of the Necrodancer, Nuclear Throne and many others. Check out his stuff here. He did a fantastic job with the ‘pals – what do you think.

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Amazing Bearbarians video!

Thanks IHeartPie Gaming for this EPIC Bearbarians video! 😀

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Super Adventure Pals Fan Art 2 Jay Armstrong Games

Artist spotlight: Isaac Giles

Hi everyone! I just had to share with you this amazing fan art of Super Adventure Pals and Kit & The Octopod. This fantastic work was done by Isaac Giles, an awesome artist from New Zealand! To see more of his stuff follow him on Twitter here and subscribe to his YouTube channel here.

Thanks again Giles, I can’t tell you how much it means to me and Julian to see other people’s interpretations of our creations – you are the best!


Super Adventure Pals Fan Art 2 Jay Armstrong Games SAP Fan Art OctopodFanArt



If you would like to have any of your artwork featured, just let me know! Contact me via twitter @JayMaxArmstrong or simply email me through the form on the contact page – I always email you right back.

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Screen Shot 2015-01-27 at 11.11.40

Some words of advice

I recently did a talk at the Kumon award ceremony this year. Kumon is an amazing tutoring company which I also did as a kid. They asked me to talk about how maths can be used to make games. The response to my talk was amazing and I hope that people went away seeing the fun things you can achieve with things like trigonometry! (Yes, they do exist!)

Here I am suited and booted and delivering one of the three talks I gave that day:

Kumon Talk - Jay Armstrong Games


I also met a number of really cool award winners who were interested in making games. Congratulations to all of them, and if anyone is reading, please feel free to contact me at any time. Having done some of the course, I know how much commitment it must have taken to reach completion!

Kumon awards ceremony - Jay Armstrong Games

Here I am with a fellow ‘Southampton-ite’ who received his maths award – congratulations mate!

On a related not – I also often get emailed questions from people curious as to how I learned to make games, what software I use and how I got started. I recently had a lovely email from someone keen to learn about the feasibility about making games full time. I wrote a reply to her, and then thought that this information might be interesting to others in a similar position, so here it is! I’ve no doubt there are people out there who would give far better advice, but all I can talk about is my experience, I hope it might be useful, but everyone’s experience is going to be different.

What was the process of learning AS3 for you? Have you got any advice as to how to get started?

The process of learning AS3 was a bit of a long and convoluted process. I actually learned AS2 first. I did this by scouring forums in my free time or staying up late in the evenings and experimenting right through until 1 or 2 in the morning when I had work the next day! However, I’d recommend getting a book. Forums and trial and error are OK, and thats how I learned, but I also found that whenever I splashed out on a proper, physical book I could hold in my hands I would not only be able to progress more easily, but actually understand what I was doing. Copy and pasting code, while tempting at first, actually sets you back in the long term. If for example, you understand the difference between a static or instance variable that will allow you to get on so much more easily.

What advice would you give to yourself if you could meet yourself when you were starting out?

I don’t think there is a huge amount I would tell myself when I was starting. I was driven by the excitement of my ideas – usually based on how I could create a cool ‘system’ and had the attitude of taking a chance on any collaboration that came along. If it doesn’t work out, or they don’t pull their weight, don’t work with them again. Thats why I now only work with a small, very talented team – which is awesome! But you do need to go through that learning process. You do need to make mistakes and try and learn from them. Usually the bit of advice I give to someone starting is ‘just make a game’. Don’t prepare too much, don’t over think it, just do it. Start by getting your character walking around, then throw in a few enemies, and just grow and learn from there. I guess what I am trying to say, is that there is no substitute from experience and there is zero reason not to just get on with it. I meet a lot of students at the moment who want to make a game development ‘business’, whereas I just wanted to make a game. The rest came later.

In terms of having games out there, I do think I could have been better at creating a ‘franchise’ or a series of games and cultivating a followership around that. I attempted this a bit with it with Combat Hero Adventures, but the problem with me is that the thing that got me out of bed every morning was the new idea. Working by yourself means you need a lot of self-motivation, and I found that unless it was a new exciting idea I’d struggle to get things done. I also wanted to make games so that I could explore lots of my ideas, not just churn out sequels. However, I do now feel that there are some games that I’d love to revisit and expand that world with a sequel, I’m currently working on Super Adventure Pals 2, and I’d love to create another Bearbarians.

How feasible is it to work full-time and design games on the side? Do you make any money designing Flash games?

I have been working on games full time for around 4 years. However, 3 / 4 years ago the flash game market place was fantastic. However, I do not believe that these prices exist any more. I don’t think its feasible or wise to go full time for flash games any more (as it was 3 or 4 years ago when I started) without having other areas to what you do. I wouldn’t quit working until you are already making a living from it – thats what I did. Last year got a little scary, and I have had to evolve what I do. I balance the odd bit of commission work, freelancing while I build for Steam and console. 

Where is a good place to get started?

A good place to get a grip of things is FGL.com (flash game license.com) – thats where I sold my first game, and was how I ‘met’ all the sponsors I have been doing business with. I’d highly recommend getting on there and checking it out. A word of warning though, I have only sold one game on there and I believe I got a bad price for it, since then I have always sold through direct email. 

Concluding remarks

I don’t know whether I have give you hope or scared you off, but I have had a wonderful few years making games full time. I’ve had to adapt due to changes, but you have to do that in any changing business, particularly one so reliant on technology. If I had to sum everything up I’d say: “Just do it, the rest will follow”. 

But then again – would you really trust me for advice?

Screen Shot 2015-01-27 at 11.11.40

Don’t take this guy’s advice.


The Last Dinosaurs: Post Mortem



The Last Dinosaurs is out, check it out on Kongregate here!

The Last Dinosaurs is an arena shooter game that Jimp and I put together over the summer. Its been released on Kongregate but we have had trouble finding any more sponsorship for the game. It has been an interesting experience as it is a game we both really like but failed to excite sponsors. I think it definitely ties in with the dramatic collapse of the flash market, but looking at the game as well its easy to learn a few lessons about what we go wrong or could have done better.

I was so proud of Epic Time Pirates (play here) and had worked really hard to put together an awesome shooting game that I was keen to do more with the code base. I love working with Jimp and he had a bit of free time over the summer so I invited him down and we spent some time working on The Last Dinosaurs. This wasn’t the first time I’d work in the same room as a collaborator it was still a pretty new thing for me. I think we were able to do a lot more then we normally would have done we were able to cut down the last few weeks in to a few days simply by being next to each other.

Concept and narrative

The first thing we decided upon, and one of my favourite things about the game was the concept; a team of crime fighting dinosaurs in the sewers. It was kind of reminiscent of Ninja Turtles and as a kid I was a massive fan of the turtles!I think we had a pretty good narrative, and we really felt that the big twist in which your mentor is killed was a pretty powerful moment. However, looking back it probably would have been better to flesh out the enemy characters like the Cat King, a little more. Without doing so it all feels a little anonymous. I think characters and personal stories are much more engaging then just general good vs bad set ups. Having said that we were really excited about having a base you returned to every few levels where you could talk to your team mates, an idea lifted entirely from Mass Effect. That game really succeeds in making you care about your crew members, and in a small way I think we wanted to capture a little bit of that spirit. Its hard to tell whether people have enjoyed that aspect or saw it as more of a chore. There is no benefit gained from talking to crew members, but we had hoped it would add to the immersion, if you’ve played the game what do you think? Did it help draw you in or was it a pain?



Weapon system

One of the biggest criticisms I’ve seen is that buying new weapons should only be accessible to the player. I find this quite odd as traditionally in games like Unreal, you would unlock weapons and everyone in the arena would be able to grab them. This was the normal way of doing things. However, I think that with newer FPS games (like COD)  its much more usual to pick a gun at the beginning of the game and stick with it, perhaps changing your ‘load out’ when you respawn. I did it this way in Bearbarians and I definitely saw that people preferred this system. Its my fault for not realising this,  I was just to used to the ‘old fashioned’ way of spawning weapons in arena games. It makes me realise that you shouldn’t rely on old gaming tropes, you should take time to think about what would work best in your game and create a new more appropriate system based on what you decide. For example, it probably would have been better to have had classes with each team member having a different weapon and therefore a different role in the game. You could then customise their load out before each match. This would have also allowed us to stagger weapons as the game continued, rather then relying on players to buy them from the shop. However this would have taken significantly more time and we were on a pretty tight schedule. Another good system would have been allowing the player to possess all guns they have already unlocked and used a weapon wheel (like in our game Zombinsanity) to access their guns. This would have also allowed us to restrict the enemies guns and give them better weapons as the game progressed.





I spent quite a long time trying to make the game ‘juicier’. I took out mouse aiming to make the game more accessible and I added things like screen shakes, slow motions and characters being blown away when killed. Its amazing to play the original version and then compare it to the final one. A lot went in to making it feel responsive and make you feel powerful, a lot of things you don’t notice but when its missing you can ‘feel’. For example, after every kill there is a few milliseconds in which the game is paused. This is to give your brain time to see and register that something has happened but its not long enough for you to be really conscious of it. Its a really subtle trick but makes a huge amount of difference. Its all stuff taken from a great talk by Jan of Vlambeer; the undisputed Indie kings of ‘juice’, which you can watch it here:

Endless Mode

When you complete the game you enter ‘endless mode’, in which areas across the city are constantly under attack and you need to continually fight to keep the streets safe. Technically I was pretty pleased with this, we were able to generate endless missions against different teams across different locations and it didn’t take particularly long to do. I’ve been really interested in the idea of randomly generated missions for a while now, and while this wasn’t much more then ‘choose a location from a list’ and then ‘choose an enemy team from a list’, randomise a few more things and voila; mission available! – it still felt like a nice way to keep the game going. I think I’ll take this idea and expand on it in the future, but its hard to say whether it helped the game in this case. It would have been perhaps nice to have been able to complete the endless section, or at least have some kind of goal. I don’t think people have a high tolerance for goal-less-ness and perhaps it was a bit of a cheap trick to keep people engaged, but I liked it, and it was meant as a genuine extension of the game.




Kongregate has a meta-game reward system for its members, it sets them tasks to do each day and if they achieve them they are rewarded with a ‘kongpanion’, an animal which they collect and sometimes are have other applications. Whats really cool about them is that Jimp is the artist for them – and this is a game about animals. We thought it was a perfect match, and one of the agreements we made with Kongregate was that we would integrate them in to our game. One fo the interesting challenges about this is that you need access to the players Kongregate account to see what kongpanions they have, and you also need to be prepared that there will be new Kongpanions every week! This means you can’t hard code them in to your game, you need to bring in the graphics from outside the game and load them in dynamically. You also need to have buffs from them and these need to be consistent across all games and be generated for future kongpanions that don’t currently exist but will do in the future! One option would be constantly update the game – but who can deal with that noise? It would also be a life long commitment and be totally unsustainable! So heres what I did; I dynamically loaded in the players kongpnaions from his kongregate account, then using the name of the kongpanion I used random seeding to create a particular buff for them and the power of that buff. This way, every player would receive the same buff from the same kongpanion! Random seeding is a pretty awesome thing and really useful for a crazy amount of different situations. Escape to Hell (play here), a game I made with Rob Donkin uses a lot of random seeding as it meant that missions and dungeons could be generated endlessly, but that you could also save and replay those dungeons and come back to them later – so long as you kept a record of the seed.

We received some criticism that the kongpanions felt ‘tacked on at the end’, which is fair because… well, they were tacked on at the end. I felt surprised that people were surprised by this. They are a site exclusive feature that add buffs to your character as a reward for playing on Kongregate. Perhaps we should have mentioned them at least once in the story to provide some explanation, but that wouldn’t have made much sense as you couldn’t use them on other sites and this would have pissed off a lot of players.

Guinea Pig Sanctuary

Did anyone find the Guinea Pig sanctuary? This was one of the highlights of the game and we thought it might bring some real laughs, but no one seems to have mentioned it. When you enter the sewer base, jump up rather then dropping down and you’ll find it. Jimp and I had a huge amount of fun coming up with it and I hope people have had some sadistic rodent blasting fun with it!


When thinking about game design there are quite a few things I’ve learned through making this game.

  • Being in the same room is just insanely more productive then working with someone remotely.
  • Add lots of juice to your game
  • Think about all aspects of the game, particularly with things you assume should be there as your assumptions might be wrong. Take time to think about how something could be redesigned to fit more effectively with the particular needs of your game – you might even end up innovating!
  • Explain all features of a game to avoid being accused of ‘tacking things on’. The more coherently all the pieces fit together the more streamlined it will feel, ultimately leading to a better experience



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