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A-06 / playable wallet infra / 2025

TapTato

A zero-popup USDC potato game — wallet infrastructure (Base Sub Accounts) translated into a loop normal people can just tap.

Base Sub AccountsUSDCgamewallet UX
TapTato proof
playable demo / public build thread
roleprototype / demo builder
objectplayable wallet infra
receiptplayable demo / public build thread

Ownership

What I owned, and where the line was.

My rolePrototype / demo builder
Team context

Solo build.

What I directly owned
  • Playable USDC potato game
  • Base Sub Accounts / zero-popup wallet flow
  • Public build thread
What I influenced
  • Account-abstraction UX framing
Proof

Public build thread and playable demo

01

Primitive

Wallet infrastructure is hard to sell as infrastructure. It becomes easier to understand when the account abstraction is part of a game loop you can just tap.

02

Artifact

A playable potato game using Base Sub Accounts / USDC flows with a zero-popup wallet experience, shipped as a public build thread.

Proof / Traction

Receipts before adjectives.

02

USDC action without a wallet popup — account abstraction hidden inside a game loop

03

Playable demo rather than a slide about Sub Accounts

Proof, up close

What the screenshots actually prove.

What this proves: Base Sub Accounts / USDC flows made tappable — wallet primitives inside a game, no popup tax.
What this proves: Base Sub Accounts / USDC flows made tappable — wallet primitives inside a game, no popup tax.

What went right

  • The game metaphor makes wallet primitives less intimidating.
  • Zero-popup USDC is a real UX proof, not a mockup.
  • The artifact is more memorable than a Sub Accounts explainer.

What went wrong

  • Playful infra can be dismissed as a toy if the real primitive is not explicit.
  • Games need retention loops; demos only need clarity.
  • The onchain action needs to stay visible enough to read as proof.

Next bet

Make every tap reveal the underlying primitive: account, balance, signer, transaction, and why zero-popup matters.