The game's original name was the generic "Bomb Squad." Co-creator Matt Inman argued that being scared of a bomb is obvious, but being scared of "cute, adorable, fuzzy little kittens" is absurd and memorable. This simple, clever rebranding was a critical ingredient for the game's massive success.

Related Insights

Factory's decision to name their agents "droids" taps directly into developer culture. Unlike generic human names, this branding is distinctive and memorable. It creates a fun, authentic connection, prompting customers to organically share Star Wars memes, effectively doing marketing for the company.

A repeatable framework for creating viral stunts is to take a familiar concept—like a toy store, meditation app, or musical—and create the "world's first" version specifically for your target audience. The inherent absurdity of a "meditation app for CISOs" or a "dating app for accountants" generates curiosity and makes the campaign highly shareable.

Frustrated by boring preschool games, Elon Lee and his four-year-old daughter designed their own using craft supplies. This collaborative process led to 12 prototypes, four of which became successful retail products. It highlights the power of co-creating directly with the target audience, even young children, to build something they'll love.

The company's core philosophy is not to create entertaining games, but to create "games that make the people you're playing with entertaining." This principle guides their design to focus on facilitating interaction and connection, treating the game as a catalyst for a social experience rather than the experience itself.

The guiding principle for the game was that every card must create an interaction between players. This intentional design choice ensures people play against each other, not just against the game's rules. It fosters a social, dynamic, and often confrontational experience that keeps players engaged.

The company's second and third games failed commercially, forcing a tough analysis. They realized Exploding Kittens worked because it was simple, fast, and intensely social. The flops were too complex or lacked interaction. This painful experience helped them codify the formula for their next hit, "Throw Throw Burrito."

When their Kickstarter momentum slowed, the team ignored monetary goals. Instead, they created "achievements"—absurd, collaborative tasks for the community. This transformed the campaign into a game, re-engaging the audience and driving growth by prioritizing community over cash.

Gamma's AI launch succeeded not just because of the product, but because they intentionally crafted a "spicy" and provocative tweet designed to spark debate. This drew engagement from influential figures like Paul Graham, massively amplifying their reach beyond what a standard announcement could achieve.

At the end of every design retreat, game designers must pitch their creations to the marketing team. If marketers can't envision a clear path to sell the product, they have the power to kill it immediately. This process ensures that every game developed is inherently marketable and commercially viable from day one.

A successful formula for creating shareable AI ads involves three ingredients. Start with recognizable, public domain IP (e.g., Pompeii), create comedic contrast through juxtaposition (e.g., selling a timeshare before a volcano erupts), and tap into current internet-native trends (e.g., meme stocks).