Albert reports that five or six team members using coding agents produced dozens of small tools in two months, with no revenue from those experiments at the time. Satisfying a personal habit differs from accepting responsibility for external users, growth, operations and reliable delivery.
Listen: 01:37–06:49; 17:19–19:51. Albert initially pursued platforms with strong scale and network effects. He tried two-dimensional interaction, mobile joystick controls, and game-like spaces. After building prototypes, he struggled to explain why users would choose them over existing games or Douyin. The eighty-versus-ninety comparison is a metaphor for relative quality, not measured scores.
Founders often ask whether a model upgrade will erase their feature. Albert moves the question earlier: can you deliver defined value to a defined audience now, and identify which change improved the result? If product quality remains difficult to judge, discussing permanent defenses can lead a team into waiting without feedback.