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.
If you play fantasy football, you already know the good part
$2.99
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.
Your first Build Kit is free with a verified email.
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 CapForge: Football GM 2026: 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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Original App Store material. Ratings and screenshots describe the existing app, not proof of demand for your version.
If you play fantasy football, you already know the good part. Draft day. Arguing about a guy nobody else rates. Being right about him in November. CapForge is the most realistic football simulator on iOS, and it's built around the part fantasy leaves out: he's actually yours. You don't rent him for a season and hand him back. You draft him, you handle his contracts, you extend him or you let him walk, and a decade later he's either going into the Hall of Fame with your name on the pick or he's the contract still eating your cap three years after you cut him. You're the general manager. Not the coach, not a player on the field. One of 32 clubs, and you build the roster, sign the deals, hire the staff, and then you live with all of it. Pick how much of the job you want. Arcade shows you true ratings and keeps the money simple. Dynasty is the whole front office: every rating is your staff's read, and it sharpens the longer a player is with you. Guarantees and no-trade clauses are on the table, and a star who outplays the deal you gave him will sit out over it. The cap is the actual opponent. Cut a guy and what you still owe him follows you, though only what's genuinely left, since the seasons he played absorbed the money you already paid. Guarantees, restructures, tags, no-trade clauses, every one of them is still there in year three when the plan has changed and you'd rather it wasn't. The rest of the league won't help you fix it. Rival GMs price the contract instead of the rating, so an overpaid star is as much of a liability to them as he is to you, and a deal that doesn't fit under their cap doesn't happen. They'll tell you no, and they'll be right to. The year runs in a fixed order. Re-signings, cuts, the franchise tag, then free agency in three waves with a sealed-bid auction at the end. Then the draft and the undrafted scramble. In Dynasty a training camp comes next: drills, tryouts, position battles, preseason games and cuts you actually have to make. Then the season, the playoffs, the awards and the retirements, and you roll it over with last year's bill still on your books. The draft class runs 480 deep and seven rounds take only 224, so most of a class walks into free agency instead of onto a roster. Your scouts give you a read, not the truth, and some of those kids are somebody's son or little brother. Mock boards land in your inbox through the season. Your guy's in there somewhere. This rewards caring about the small stuff. 81 stats are tracked for every player across 15 positions, including the ones nobody puts on a highlight reel: pressures charged to the lineman who actually got beaten, snap by snap run blocking, yards allowed by the corner in coverage. Your left tackle isn't a 79. He's a guy giving up pressure at a rate you can watch get worse months before anything else notices. When a number moves, an in-app guide of 82 topics tells you why. Your opponents pile up. Every meeting between two clubs is remembered, and a series that stays close and stays mean gets named for it, working up through history and rivalry to bad blood. You get the write-up before kickoff and your record against all 31 of them. Coaches have a market too. Promote one of yours into the head chair, or pay a premium to poach somebody else's. You don't have to keep the names, either. Rename the clubs, cities, stadiums and conferences, set a club's colors, or start a league from your own player, team and staff files. It's still being built, in the open. Updates land most weeks, and one of them was titled Fixes from your reports, because that's where it came from. The whole game is free to play. No ads, no energy timers, no premium currency, no paid boosts. Plays fully offline. No account, no sign-in. Your league lives on your phone. Players are fictional and randomly generated. Not affiliated with, endorsed by, or sponsored by any league, club, or organization; third-party trademarks are the property of their respective owners.
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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 player customization options
Validate with people who use this workflow before building.
Hypothesis 2
Assumption to check: Repetitive gameplay mechanics
Validate with people who use this workflow before building.
Hypothesis 3
Assumption to check: Inadequate tutorial for new users
Validate with people who use this workflow before building.
Hypothesis 4
Assumption to check: Lack of social features
Validate with people who use this workflow before building.
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.
Not assessed in a Build Kit yet.
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.