Sports · Web Game · Solo Build
I enjoyed playing a game until the UX started to frustrate me, so I built and shipped my own version, then kept refining it through real playtester feedback across 15+ shipped improvements.
Overview
Sneakers and basketball go hand in hand, and I've always enjoyed draft-and-guess basketball games, the kind where you pull a random real team and see how far you can take it. 82-0.com is the one I kept coming back to, until the same handful of teams and eras kept showing up over and over, undermining the entire premise of a "random draft" game. So I built and shipped iknowball: draft a 5-man NBA roster one position at a time from randomly rolled real teams across six decades, then get scored on how that roster would perform across an 82-game season.
Research
Research happened in two rounds. First, four unmoderated interviews (Maddy, Arnold, Justin, and Nicky) spanning basketball knowledge levels from none to expert, testing version 1.0: a simple randomization ticker, a 10-player pool per spin, and an end-of-round breakdown of the score, best pick, and a better alternative. Then, after the first wave of fixes shipped, a 20-person structured playtest run by Kevin and his rec basketball league, the first round with real quantitative data and the first head-to-head test against 82-0 itself.
Process
Foundation already in place going into this research: four scoring pillars (Scoring, Rebounding, Defense, Team Chemistry), a rule-based post-game breakdown, tier cards shown only after the draft, and a full 168-roster data audit. Everything below is what changed after real players got their hands on it.
Static weights only, no cross-game memory, so the same 2-3 eras dominated every single game regardless of what came before.
Measured over an identical 300-game / 1,500-pick simulation on production code.
By the Numbers
Final Results
iknowball is a shipped, live product: real teams across six decades, real per-season stats, and a scoring model that explains itself in plain language after every round.
Takeaway
Anyone who plays 82-0 could tell you it repeats itself too much. The harder part was building an alternative good enough that real players preferred it, then discovering my own fix had quietly reintroduced a narrower version of the exact bug I built the whole game to solve, and fixing that too.
A game you actually play is the best source of product instinct you'll ever have. I didn't need a research brief to know 82-0 was repetitive. I needed the discipline to build the fix, ship it, and keep listening once real people started playing it.