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.
SLOTS & DAGGERS is a roguelike in a slot machine.
$3.99 · In-app purchases
Evidence scope: #27 is the current overall US Paid chart position. 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 Slots & Daggers: 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 game variety can lead to repetitive gameplay
Validate with people who use this workflow before building.
Hypothesis 2
Assumption to check: In-app purchases are not available for customization
Validate with people who use this workflow before building.
Hypothesis 3
Assumption to check: Lack of social features like friends or multiplayer
Validate with people who use this workflow before building.
Hypothesis 4
Assumption to check: Limited rewards for casual players
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.
SLOTS & DAGGERS is a roguelike in a slot machine. Spin the reels, chain symbols into combos, and turn every pull into damage, gold and upgrades. Build your machine run by run, then take it into the dungeon and fight your way through a weird little fantasy world full of goblins, monsters and strange little guys. Every spin matters. Every symbol you add changes the odds. And every run ends with the same question: one more? FEATURES - A slot machine that fights back – build synergies, break the reels, beat the odds - A weird fantasy world drawn by hand, in all its crude glory - 4–8 hour campaign with escalating challenges - Egg Arena – an endless high-score mode for the truly determined - Retro visuals with a hand-drawn, lo-fi charm - Crunchy old-school hip hop drum machine soundtrack - Quick runs, deep builds – perfect for a session on the go - No ads, no in-app purchases, no real money involved – just the game Numbers! Fights! Goblins! And a lot of PLING. ---- A NOTE FROM THE DEVELOPER After my last game SUMMERHOUSE, I wanted to make something radically different. Still small, but faster, with numbers, fights and goblins! The result is SLOTS & DAGGERS. To make this game I combined a lot of things I deeply love – weird fantasy worlds, crude drawings of strange little guys, old school crunchy hip hop drum machines and addictive arcade games that go "PLING PLING PLING" as they spit out little coins – with classic roguelike mechanics. As with SUMMERHOUSE, please keep in mind this game is a solo project – small, focused, and made with care. It's meant to be short and sweet and doesn't have the amount of content as games built by bigger teams over years, but I think it's a fair deal! I hope you have a good time with SLOTS & DAGGERS! Cheers, Friedemann
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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.