FA/Archive index002 / 005

Case file / 002

Grow Table — Browser Roguelike

A tactile card roguelike built around a luminous grow table, physical card presence, and an editable local content studio.

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

01

Objects, not panels

Cards keep thickness, backs, shadows, piles, and physical movement while interface overlays remain quiet support surfaces.

02

Content as a system

Cards, decks, enemies, maps, rewards, and events live in a validated local content model with import and export paths.

03

The whole run

Menu, starter choice, map, battle, rewards, shop, camp, event, boss, victory, and failure were treated as one product flow.

Outcome

A complete browser-playable run from starter selection to victory, game over, and summary.