The Players's Reaction and Not Getting Too Excited

Inigo leaned back in his chair, stretching his arms as he stared at the screen. The Upload to App Store process had been completed hours ago, and now there was nothing left to do but wait.

Except he wouldn't have to wait long.

Because the moment Furious Birds went live, the world knew.

Across the globe, millions of Flappy Bird players were going about their day, mindlessly tapping away at the frustratingly addictive game when suddenly—

Ding.

[New from the Flappy Bird Developer: Furious Birds – Now Available for Download]

The notification was everywhere—on iPhones, Androids, tablets, even on forums where Flappy Bird addicts gathered to share their pain and triumphs.

For many, the name alone was enough to grab their attention.

Furious Birds?

Was it a sequel? Another rage-inducing game?

And more importantly—was it real?

Social media exploded within minutes.

@GamerGirlTiff:

"HOLY—THE FLAPPY BIRD DEV JUST DROPPED A NEW GAME?? FURIOUS BIRDS?? DOWNLOADING NOW."

@JakeStevens21:

"I thought I escaped Flappy Bird's grip, but nope, I'm back in hell. Let's go."

@ChrisEvans:

"This guy again? I still have nightmares about Flappy Bird. But fine. One try. Just one."

With just a one-cent price tag, the game was practically free—no one hesitated.

Thousands downloaded it.

Then tens of thousands.

Then millions.

In his workspace, Inigo sipped his coffee, eyes locked on his screen as he opened his developer dashboard.

Furious Birds – Live Statistics

Downloads: 587,000 (First Hour)

Active Players: 412,000

Google Ad Revenue (Last 30 Minutes): $48,900

He let out a slow breath.

"This is insane."

The numbers were climbing too fast.

He refreshed the page.

Downloads: 750,000

Active Players: 620,000

Revenue: $82,000

People weren't just downloading the game.

They were playing it.

And, most importantly—they were enjoying it.

All over the world, players launched their first birds, eager to see what Furious Birds was all about.

The moment they pulled back the slingshot and saw the trajectory line appear, they knew—this was different.

The first launch, the satisfying arc, the impact as wood splintered apart—it was addictive in an entirely new way.

People who had braced themselves for another Flappy Bird-level nightmare were pleasantly surprised.

This wasn't rage-inducing.

It was strategic.

It was satisfying.

@RedditGamingThread

"Okay, so I just played Furious Birds for 10 minutes, and I already know this is going to ruin my productivity."

@GamingForums:

"Flappy Bird was a test of patience. Furious Birds is a test of intelligence. Who knew knocking down towers would feel THIS good?"

@YouTubeGaming:

"I swear, watching these stupid pigs smirk before I destroy them is the most satisfying thing ever."

Some players raced through the early levels, smashing through wood and glass.

Others strategized, carefully using different birds for maximum destruction.

And then there were the rage-quitters—people who underestimated the difficulty and found themselves stuck on Level 10, throwing their phones in frustration.

By midnight, Furious Birds was already #1 on the App Store in multiple countries.

Inigo refreshed his dashboard again.

Downloads: 4,200,000

Active Players: 3,000,000

Revenue (Ad & Sales Combined): $715,000

He ran a hand through his hair.

"In one day…"

His game had made three-quarters of a million dollars in under twelve hours.

And it was still Christmas Eve.

More people would wake up. More people would see the game.

By the time Christmas morning arrived, Furious Birds would be the biggest thing in mobile gaming.

As if the viral buzz wasn't enough, Furious Birds caught the attention of news outlets.

Tech journalists were scrambling to cover the next big thing from the mysterious masked developer who had taken over the gaming world.

The Verge – "Flappy Bird Dev Strikes Again: Furious Birds is Already Breaking Records"

"We thought Flappy Bird was a once-in-a-lifetime mobile gaming phenomenon. We were wrong."

Kotaku – "Furious Birds: The Game You'll Hate to Love"

"It's cheap. It's addictive. It's a masterclass in physics-based fun. And yes, you will probably break something playing it."

Forbes – "Who Is This Anonymous Genius? The Internet Still Doesn't Know"

"The creator remains a mystery. But one thing is certain: he is the king of mobile gaming."

Inigo chuckled.

They still had no idea who he was.

And he liked it that way.

Even with the world going crazy, Inigo's mind was already moving forward.

Furious Birds was a masterpiece, but like Flappy Bird, it would eventually lose steam.

What came next?

His fingers hovered over the keyboard as he jotted down ideas.

Could he expand the game? Add new levels?

Could he create a spin-off? A multiplayer mode?

Or should he start something entirely new?

His lips curled into a grin.

He already knew the answer.

Why is he already thinking this? 

He had seen this before—games that rose too fast and fell just as quickly. In his world, Furious Birds had no predecessor, no company behind it, but in the original timeline, the game that inspired it—Angry Birds—had followed a dangerous path.

A path he refused to take.

Inigo had read the stories. In the other world, Angry Birds had become a pop culture icon, yet it had crashed harder than anyone expected.

Why?

First was oversaturation. The developers hadn't stopped at just one great game. They had flooded the market with endless sequels, spin-offs, and cash grabs. There was Angry Birds Space, Angry Birds Rio, Angry Birds Go!, and even Angry Birds Transformers. It was too much, too fast. Players got tired of seeing the same game repackaged in a different skin.

Second was the monetization greed. The original game had been simple—one price, unlimited fun. But later, they embraced aggressive microtransactions. Power-ups, special birds, energy timers—you had to pay to play properly. It frustrated fans and turned loyal players away.

Third is the lack of innovation. While other mobile games evolved, Angry Birds stayed the same for too long. When the industry shifted toward multiplayer experiences, battle royales, and deeper gameplay loops, they were still flinging birds at pigs.

It was a slow downfall.

One that could've been avoided. And he has plans to make furious birds relevant to one or two decade.