The Idea Hits: The Origin of a Quirky Idea
Topo Mole didn’t start in a meeting. It came from revisiting the simple fun of arcade games and carnival games. I wondered if we could translate the tactile thrill of a whack-a-mole game and bring it to life online for a UK audience. The key issue was how to get a screen tap feel as good as a real mallet swing. I built dozens of prototypes, experimenting with the feel of a hit, how rapidly the moles should pop up, and how to make a win feel instant. This beginning was about intuition. We sought something that evoked nostalgia but also fresh, a base we could build on.
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