Overtime Innovations LLC

Product case study

Tell us about your business
Krank: Logic & Color app icon

Original iOS Product

Krank: Logic & Color

A rule-based color puzzle designed to make dense logical deduction feel clear, approachable, and satisfying on a phone.

Product StrategyUX DesigniOS DevelopmentMonetizationApp Store Launch
Krank puzzle screen showing rules and color switches
400Total levels available
4Difficulty groups
4.9Public App Store rating
1.3.2Current public version

The product

Logic without a timer, clutter, or guesswork.

Krank gives players a set of color switches and a list of rules that must all be true at the same time. The player cycles each switch through possible colors, crosses off rules while reasoning, and validates the final solution.

The product includes 200 free levels across Easy, Medium, Hard, and Extreme difficulties, optional bonus packs containing 200 additional levels, a hint system, Daily Puzzles, haptics, sound controls, and dark mode.

Product gallery

A visual system built around deduction.

The design challenge

Fit a multi-rule logic problem into a small, readable interface.

The core challenge was not simply generating puzzles. Players needed to compare several written rules against multiple changing values, keep track of their reasoning, recover when stuck, and understand whether the final state satisfied every condition.

The interface therefore had to preserve information density without feeling like a spreadsheet. Important rules and controls needed to remain scannable, tappable, and visually distinct across different screen sizes and appearance modes.

The approach

Keep the interaction simple and let the reasoning create depth.

01

One clear action

Players cycle switches through colors; complexity comes from the relationship between rules.

02

Visible reasoning

Rules can be crossed out as players test conclusions and narrow the solution.

03

Progressive difficulty

Four level groups introduce more demanding combinations without changing the interaction model.

04

Low-pressure play

No timers interrupt the deduction loop; hints are available when momentum stops.

Shipping and iteration

The first release became an actively maintained product.

Post-launch work added Daily Puzzles and shareable results, a direct feedback path, dark-mode refinements, stability improvements, wording changes, and interface polish across screen sizes. This demonstrates an operating cycle beyond the initial build: publish, observe, support, improve, and ship again.

Product operations

Launch work included the systems around the game.

  • App Store presentation and release management
  • Free entry point with optional advertising
  • Remove Ads and bonus-level in-app purchases
  • Privacy disclosures and public support documentation
  • Player feedback and ongoing version updates
  • Dark-interface accessibility support

From product thinking to business execution

Have an idea or digital problem that needs to become real?

Tell us about the business, the user, and the outcome you are trying to create.

Discuss Your Project