For the past five years, I’ve worked in creative marketing at Wearable Devices. As a creative person with a deep-seated tech orientation, I’ve always been testing out new tech. I had an endless stream of ideas for the Mudra Link - creative ways to use it and push it to its limits.
Since I never learned to code I couldn’t just explore those ideas and I needed the help of our developers.
A few months ago we created the Mudra Studio. Mudra Studio is a platform that allows you to connect to the Mudra Link device and build functional applications using "vibe" and agentic coding.
I was ecstatic. For the first time, I could explore and test my ideas.
I dove headfirst into this new world, it was like a plain canvas. Within the first two weeks, I had built nearly 20 different working apps. I created a Space Invaders clone controlled by neural signals, generative art that shifted its palette and form based on my brain activity, and even neural synthesizers.
I even prototyped a game that adjusted its difficulty based on the player's stress levels. The sheer ease of connecting my Mudra Link device and seeing my intent manifested in real-time was nothing short of miraculous.
Among all those early experiments, one project stood out. It was a game that felt uniquely suited for the Mudra Link, something that simply couldn’t work any other way.
A few years ago an office colleague brought a classic plastic toy, the Waterfall Ring Toss, on a business trip. You know the one you squeeze a button to send a jet of water through a chamber, hoping to drift a plastic ring onto a peg. He held it up and said, "This would be perfect for Mudra"; and like any other idea it flashed away, and when I started to play with the mudra studio this memory floated in my mind.

a classic water ring toss game
My Idea was to create the most authentic experience possible, in the first prompt I just made the most basic start with the basic idea, and then step by step get it closer to the real game.
The project began with a single instruction and the mudra skill; the original prompt was:
“build a water toss game, that use the pressure from the mudra as the game button. make a research on this game and how it physically work. Do not use any template or ready made projects”.
I found a YouTube video with a lot of videos that shows the game, so I went to Gemini since it has a video analyze abilities and asked it:
“Create a detailed explanation of how the game works mechanically and physical rules. also explain the mechanics and physics of how the rings move inside the water”
And I used I shared this info in the Claude code session.
After this is step the movement of the rings was good enough, I knew I will get back to it later but I wanted to start working on the most impotent thing - the press.
The press had to be perfect. Without this it would never feel like the real deal.
First I needed the button to work like a ‘pump’ just like in the real game.
I used these instructions:
‘The Heavy Press (Maximum Force): A fast, hard press creates a violent jet that launches everything to the top of the tank. It's great for clearing rings off the bottom, but the resulting turbulence makes precision targeting impossible.
The Feathered Tap (Precision Control): Gentle, repeated taps create micro-currents. Skilled players use these minor disturbances to gently nudge a slowly drifting ring right onto a peg without disturbing the rings that are already successfully hooked.’
Then I needed to sync the finger squeeze with the water jet power and length, to be able to make tiny squeezes for a tiny streams and a strong squeeze for full power jet.
At the beginning I used the ‘pinch pressure’ feature for the press. But after few tests I gathered that I need it to be much more gentle so I asked Claude to do something I called ‘snc magnitude’ instead of the pressure I took the whole EMG signal - the little electrical pulses your muscles make when they flex. I measured how big those pulses are overall (their size, averaged and smoothed into one value). That's the "magnitude": a smooth 0-to-1 reading of how hard you're flexing, which felt much suited for this case.
And it was like magic. After a few back and forth the experience started to feel like playing the original game. It was already so satisfying, but it wasn’t perfect. The look and feel of the game wasn’t good.

The very first version of the game.
So I started working on the design. I shared the image of the original game, and used the prompt:
“now the mechanics feels good. now let's work on the graphics.
1. the view is 2d but the water tank is 3d and the rings should be moving like in 3d space.
2. attached is the classic game look, the button is on the right as well where the water stream. look at the number of rings and spikes, each spike can catch as many as possible (depends on the spike length)”.
And I received this, but still it wasn’t good enough:

So I went online to looked for a game develop skill and found this Develop-web-game skill which got me to this, which was almost perfect:

This is the moment I just need to make a few tweaks, but the overall game was there. And here is the final version of this-

The finished game: a Mudra-controlled handheld water ring-toss.
One self-contained HTML file · 0 dependencies · Canvas 2D at 60 fps · Mudra Link SNC control
And finally, this is me playing the game with my Mudra Link:
