The name
Bounce, then comet
Bounce is the feel we chase. A casual game lives or dies in the half second after you tap: the little hop of a token as it lands, a die that settles instead of snapping, a button that gives slightly before it goes. Get that right and a plain set of rules feels wonderful in the hand. Get it wrong and no amount of content rescues it.
Comet is the streak. It is the run you do not want to break, the daily reward you come back for, the win you protect because losing it would sting. A bright thing with a long tail, moving fast. That is what we want the games to feel like, and it is a fair description of a studio that has just shipped its first game.