Context
The assignment
The brief asked for cards that felt like objects rather than flat interface tiles. The product was built web-first, with a persistent scene, strong state boundaries, and a full playable loop instead of a disconnected combat demo.
Selected decisions
Objects, not panels
Cards keep thickness, backs, shadows, piles, and physical movement while interface overlays remain quiet support surfaces.
Content as a system
Cards, decks, enemies, maps, rewards, and events live in a validated local content model with import and export paths.
The whole run
Menu, starter choice, map, battle, rewards, shop, camp, event, boss, victory, and failure were treated as one product flow.
Outcome