Rubin James
All work

Front Desk Frenzy

A time-management game about running a coworking front desk: phones, tours, meeting rooms, coffee and the monthly numbers.

Status
Prototype
Year
2026
Ownership
Internal experiment
Front Desk Frenzy on day one: a top-down coworking floor with meeting rooms, private offices, a coffee bar and an "Answer phone" task above the front desk
Gameplay captured from the public build on 8 October 2026.

The problem

Nobody believes how much a front desk juggles until they try to do it.

Why it matters

It is a priority-queue problem before it is an operations problem, which makes it a game. The business layer between days (payroll, lead sources, a monthly P&L) is the part only someone who has run these spaces would build.

What I built

Design and build.

  • Task queues with urgency timers: phones, walk-ins, tours, room resets, packages, the printer
  • A tour loop where conversion depends on response speed, cleanliness and reputation
  • Between days: hiring, upgrades, lead-source spend and expansion planning
  • A monthly close with revenue, costs, payroll and margin
  • Art and audio generated in code, with local and optional Supabase leaderboards

Where it stands

An early build. Some placeholder graphics still show on the title screen, and a phone held upright letterboxes the stage instead of reflowing it.

Next project

Prospector