Feature spec
Goal: Send a clear invoice after finishing a job.
- Add a client, line items, a due date, and payment instructions.
- Preview the total before exporting a PDF.
- Keep an editable draft if export fails.
You may fall in love with this game
$2.99 · In-app purchases
Evidence scope: No current overall US chart position is available. Category-chart positions shown in discovery are a separate scope. Revenue is a directional model estimate, not verified earnings.
A product spec, screen plans, and build steps for your coding agent.
First kit free with a verified email
Combine features and design from your favorite apps.
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Generating… usually about a minute.
What should your app do differently? Your note travels with the kit so your coding agent builds around your idea.
A product spec, phased build plan, differentiation notes, and screen references.
Illustrative example: an invoice app for independent contractors. Your kit is tailored to the app you choose; this is not its generated content.
Goal: Send a clear invoice after finishing a job.
Invoice editor: Client at the top, editable line items in the middle, total and preview action at the bottom.
States: Empty draft, validation errors beside each field, exporting, and a retry action that preserves the draft.
Hypothesis: Contractors need faster repeat invoices more than more templates.
First experiment: Test duplicating a previous job with five contractors. Watch where they hesitate before expanding the feature set.
The full kit adds a phased build plan, evidence notes, tool prompts, and implementation guidance. It is a plan for your coding agent, not a finished app.
Usage: Mechanics are fair game; never reuse the original name, branding, assets, or verbatim copy.
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Good fit for mobile-first iOS and Android prototypes with managed app scaffolding.
Rork plan preview for Digline: Cozy Mining: map the core Games workflow, choose the smallest differentiated feature set, define the data and monetization boundaries, then prototype the riskiest user journey first.
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These are generated suggestions, not verified review quotations. Check current App Store reviews and speak with users before treating a possible gap as a requirement.
Hypothesis 1
Assumption to check: Limited gameplay variety leads to quick user fatigue.
Validate with people who use this workflow before building.
Hypothesis 2
Assumption to check: In-app purchases may frustrate users if not balanced well.
Validate with people who use this workflow before building.
Hypothesis 3
Assumption to check: Lack of social features makes it less engaging.
Validate with people who use this workflow before building.
Hypothesis 4
Assumption to check: Potential for repetitive tasks in mining.
Validate with people who use this workflow before building.
Original App Store material. Ratings and screenshots describe the existing app, not proof of demand for your version.
You may fall in love with this game. I know I did. Relax, enjoy the music, watch the sunset...and now let's go for a drill. You're standing at the top of a shaft with a little drilling rig and a chimney smoking quietly behind you. Below is rock, then more rock, then something the rock is hiding. Every run takes you a little deeper. Every run makes the world a little stranger. And every time your fuel runs out and you rumble back to the surface, the lamp above the workshop door is still on, the forge is still warm, and whatever you pulled from the ground is waiting in your inventory to become something better. This is the coziest game you'll play about going somewhere unknown. Someone has been leaving you letters, signed only with the initial G. You don't know who he is, but he seems to know exactly how deep you've been. The world remembers every tunnel you've drilled. Your map fills in slowly over dozens of runs, a record of everywhere you've been and how far you dared to go. Seeing your old paths threading through the rock feels like looking at something you built without meaning to. What you'll find: - One-finger portrait controls you can pick up and put down any time - Lots of biomes, from soft topsoil to volcanic rock to whatever is waiting at the bottom - Dozens of resources, a workshop full of upgrades, and fuel to craft before every run - A market to trade your loot - Persistent tunnels and a map that grows across every session - Runs that last a minute or two, with progression that spans weeks - No deaths. Fuel runs out, you come home, and the chimney is still smoking. - No ads, no in-app purchases, no pay-to-win. Just clean, old-school fun. - Casual, fun simulation with tons of depth for those who want it. - Collect achievements - Compete on global leaderboards in the Daily Dig challenge Something is down there. You're starting to wonder.
Written user reviews are not shown here. Check current App Store reviews >
Plan a focused first version with your coding agent. These are planning assumptions, not a delivery guarantee.
Choose one audience and one core workflow. Use the kit to agree on its screens, data, and acceptance criteria before building.
Decide which secondary features, integrations, and platform support can wait. Your version does not need to reproduce everything in the original.
Validate external services, specialist technology, data access, and ongoing costs for your chosen scope.
From the Build Kit assessment.
A reliable timeline needs an agreed scope and a technical check. Ask your agent to estimate the phases in BUILD_PLAN.md after that review.