Case Study · 2025

Perfect Circle — one chance a day to draw a perfect circle.

A daily-challenge iOS game built around a simple, sticky idea: one attempt per day, one geometric scoring algorithm, no ads, no tutorials.

Role
Solo developer
Stack
Swift, SwiftUI, Core Graphics
Status
Live on App Store
Link

The idea.

I wanted to build something small and shippable in the spirit of the daily-puzzle wave (Wordle, Connections, the New York Times games). One mechanic, one attempt a day, no monetisation pressure, just a thing you might open with your morning coffee.

The mechanic: draw the most perfect circle you can with your finger. The app scores it from 0 to 100. You get one shot per day. That's the whole game.

The interesting bit: how do you score a circle?

The naive answer is to fit a circle to the user's drawn points and measure deviation. That's roughly what I do, but the details matter:

The scoring tuning was the part I underestimated. Make the algorithm too forgiving and everyone scores 95+ and the game feels meaningless. Too harsh and players feel cheated. Most of the polish work was iterating on those two tolerances until "I drew a really good circle and got 87" felt fair.

"Most of the polish was iterating on the scoring tolerances until 'I drew a really good circle and got 87' felt fair, not punitive."

The features that mattered.

What I'd do differently.

Why it's on this site.

Compared to Orbis, Market Brief or my dissertation, this is a smaller project. It's here because it's the clearest example of a habit I care about: pick a contained idea, build it, get it reviewed and released, and don't abandon it halfway. I build these for fun rather than as a career in apps, but finishing something and putting it in front of strangers is a discipline that carries over to everything else I work on.