
BodyArcade
A running game you control with your body, in the browser
What is BodyArcade?
BodyArcade is a running game you play by moving in front of your webcam. Jump over hurdles, duck under bars, squat under the low yellow bar and lean left or right to change lanes. A run lasts ninety seconds, and three misses end it.
Pose tracking (MediaPipe) runs inside the browser and calibrates to your standing height, so camera frames are never uploaded, recorded or stored. There is nothing to install and no account; scores, achievements and settings stay in your browser. No webcam? It also plays with the keyboard, or by swiping on a phone.
The free plan gives you 5 runs a day in three worlds (Alps, Desert and Forest) on Easy or Medium, with a daily goal, achievements and friend challenges. Pro costs 4.99 USD a month and opens all ten worlds, unlimited runs, Hard and Insane difficulty and your full run history. A lifetime licence is 99 USD once.
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of those maybe 30,000 people... all the headline oh another weather app I don't care even if they are potentially even my like ideal customer profile they already have three weather app subscriptions and they don't even get past the headline.
Press Attention With Weak ICP Overlap Barely Converts — Don't Confuse Eyeballs With Buyers
Weather Up was covered by TechCrunch, 9to5Mac, MacRumors, and others — meaningful press by any indie standard. But David estimated the actual overlap between people who read those outlets, cared about weather apps, did not already have a preferred one, and were willing to pay $40 was tiny. For most consumer apps, press is a low-conversion channel unless the ICP and readership align tightly.
our business model is really simple we just make everyone pay it's a hard wall and takes around $30 a year
Hard paywall at $30/year converts 1.3% of downloads to $30K monthly revenue
Rather than a freemium funnel, Push School enforced a non-negotiable paywall from day one, converting roughly 4,000 of 300,000 downloads into paying customers. The $30/year price point was low enough to reduce purchase friction while the hard wall filtered for committed users and kept revenue predictable.
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