Memory games have worked perfectly well for decades. You flip two cards, find matching pairs, and occasionally discover that your memory is not quite as impressive as you thought it was. I decided this proven formula needed a twist - a card that ruins your day. That is the central idea behind Adversary, the iOS game I’m building for RevenueCat’s Shipaton 2026. Hidden among the matching pairs is a Danger card. Depending on the game mode, revealing it will deduct points. In Extreme mode, it means game over. Because apparently ordinary memory games were not stressful enough. The Idea The goal is not to completely reinvent the memory game. It is to change how every card feels. In a normal game, flipping the wrong card is still useful because you learn where it is. In Adversary, one card is actively working against you. Every move comes with a second question: Is this the card I need, or the one I should have left alone? That tension is the part I want players to remember. The project also gave me an opportunity to experiment with an unusual monetization idea. Instead of placing ads around the game, an ad can become one possible consequence of revealing Danger. The paid version would unlock additional levels and content, rather than existing only as a way to remove ads. It sounds interesting in theory. Whether it feels clever or deeply annoying on an actual phone is precisely why testing exists. Building the Gameplay Lab First Before building the complete app, I created a separate gameplay testing website. Players can experiment with variables such as: Board dimensions Difficulty Number of Danger cards Score deductions Different default configurations The purpose is to answer a basic question before I spend too much time polishing the wrong version: Which setup is actually fun? When the first feedback form arrived, it felt surprisingly similar to making a first sale. No money changed hands, but someone had played several rounds, thought about the experience, and taken the time to respond. For an unfinished project, that is a meaningful milestone. It also revealed another challenge. Building a feedback form is easy. Convincing people to complete one is a separate product requiring its own marketing department, loyalty program, and possibly snacks. I’m building Adversary in public, but I don’t want that to mean posting screenshots with “Something exciting is coming” written underneath. I want the community to help shape genuine product decisions. The first major question was how players should learn about the Danger card. My original preference was a subtle mystery. The board would contain an odd number of cards, but the game would not explain why. Some players might notice immediately: Why does this memory game have an odd number of cards? Eventually, they would discover the answer. The alternative was more direct. Tell players before the round that a Danger card is hidden somewhere on the board. The community feedback clearly favored the direct version. The best part was my dad bringing up Hitchcock’s distinction between suspense and surprise. Hiding the mechanic creates surprise. Explaining it creates anticipation. When players know Danger exists, every card flip carries tension. Since tension is supposed to be the game’s identity, the straightforward introduction may be stronger, even though it was not my initial choice. That is the value of building in public. The community did not select a shade of blue. It challenged how I was introducing the entire premise. I’ve also started experimenting with different visual directions for Adversary. One concept turns the cards into colored wires on a bomb defusal panel. Players must find the matching wires to cut while avoiding the unmatched red wire, which represents the Danger card. It is only a concept for now, but it helped me see how the same core mechanic could feel completely different with the right theme. The goal remains simple. Build a memory game where one card changes how every other card feels. Then ship it before the deadline. Preferably without cutting the red wire. Follow the #BuildInPublic process: Youtube | X | LinkedIn
Can One Danger Card Make a Classic Memory Game More Fun?
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