McGribble’s
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Positioning

A short, sharp, screenshot-shaped game in a market that has run out of short games.

The shelf it sits on

GenreAsymmetric two-player comedy / cooking sandbox
Session6–15 minutes. Complete, finite, rewarding to stop.
PlatformBrowser first (desktop and mobile). Capacitor wrappers for Android and iOS already build.
PriceFree to play, free to run.
ScaleMicro-game. One kitchen, one loop, no roadmap.

Comparable work

  • Overcooked — symmetric co-op, logistics as antagonist. We share the kitchen and share nothing else.
  • Keep Talking and Nobody Explodes — the closest structural relative: asymmetric information, two players who cannot see each other's half. It builds tension; we build embarrassment.
  • Untitled Goose Game, Frog Detective — Australian deadpan, small scope, enormous voice. The proof that tone travels further than budget.
  • Apple Cabin Foods (web comedy) — not a game, but the tonal north star: a franchise presented with total sincerity by someone who has never eaten food.
  • Cooking Simulator, PlateUp! — simulation-forward. We are not simulating a kitchen; we are simulating a misunderstanding.

The gap we are in

Everything asymmetric-and-funny requires two things we removed: an install, and a purchase. Keep Talking needs a manual and a headset. Overcooked needs two copies or one couch. There is currently no funny asymmetric two-player game that a stranger can be in within ninety seconds of receiving a link — which is exactly the distribution shape that the format needs.

Why it travels

  1. The link is the product. Nothing to install means the acquisition loop is one message in a group chat.
  2. The specials board is free marketing. A machine that cannot tell dessert from chowder generates a new absurd name every day; those names are screenshots, and screenshots are the only marketing budget a micro-game has.
  3. The scatter is a clip. A second and a half of physics throwing somebody's dinner at the ceiling is the exact length of a short-form video.
  4. Two players means two audiences. Every session recruits a person who was not looking for a game.
  5. It is Australian without a single kangaroo. The voice is dry, unimpressed, anti-heroic and suspicious of management — recognisably ours, and it reads as funny rather than as national branding.

Distribution plan

ChannelWhy
Web, direct linkThe whole design. Instant, free, no store gatekeeping.
itch.ioWhere micro-games are browsed on purpose, and where a web build is a first-class citizen.
Android / iOS via CapacitorAlready builds. Ships after the web release, not instead of it.
Short-form video and small streamersTwo-screen asymmetry is inherently watchable; the scatter and the board supply the clips.
Australian games showcases and local eventsPlayable in a browser on a borrowed laptop, which makes it the easiest thing in the room to demo.

Success, defined honestly

Not revenue. A micro-game funded at this scale succeeds if it is finished, played, and useful to the people who made it:

  • Finished and public, playing on a phone, at $0/month running cost
  • Played by strangers — not just friends of the team — in the always-open public room
  • Clipped by people we have never met
  • Documented: the zero-backend, zero-account multiplayer architecture published openly so the next Australian micro-game does not have to solve it again
  • A door opened: a portfolio piece with a live URL that can be handed to a festival, a publisher or a hiring studio without asking anyone to install anything