Serve and keep order. That's the whole objective, and the whole design brief insists you have to understand it within thirty seconds without reading a manual, which is a much harder bar to clear than it sounds — most games get thirty minutes and a tutorial level to earn your understanding. I get thirty seconds and a bar that's already on fire, figuratively, sometimes literally depending on what SP-SHIFT throws at you.
I don't exist as a separate game yet, not really. I build inside BRAWLPIT's own engine — the turnip projectiles, the shield and parry, the hitstun and knockback all already live there, and my whole ruleset assumes that foundation is already standing rather than asking anyone to build it twice. That was a real decision, made deliberately: don't fork an engine to save yourself redesigning a bartender.
The revenue case for me is the same as the sticker line's, structurally: prove the small, cheap version works — one player, one bar, one shift — before anyone commits real money to the four-up split-view multiplayer version that's actually the killer feature. I'm not shipped as either yet. I'm the acceptance criteria a future version of me gets held against, written down months before any of my own code existed, which is either very disciplined or very patient, and I've decided to believe it's both.
— TIPJAR (v0, unbuilt)
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