OOUX
Game Design

Designing a Tactile Puzzle Experience

I explored how simple gestures, thoughtful mechanics, and Object-Oriented UX combine to create an fun mobile puzzle game.

Project Overview

Rebel is a solo passion project exploring how simple physical gestures can inspire engaging digital gameplay. This game challenges players to flip all the fingers of a hand either up or down through strategic moves, combining tactile familiarity with puzzle complexity.

Role: Game Designer

Timeline: 2 weeks

Tools: Figma

Goal: To explore an idea in game design involving strategy and delight.

The Challenge

Casual mobile puzzle games often struggle to balance simplicity, novelty, and long-term engagement. Players enjoy unique mechanics but can quickly lose interest over time.

This led me to the challenge of creating a game that was engaging, felt familiar, and provided strategic thinking with moments of emotional delight.

Research

Competitive Analysis

I began by looking for similar games to draw inspiration from and benchmark existing solutions. I discovered 'Lights Off'– a game involving a grid of lights to turn on or off, and 'Akari' which also involves a grid but with different rules for lighting up squares

Lights Off

Core Mechanics

Toggle lights to flip neighbouring lights.

Complexity

Simple mechanics growing harder with each stage.

Strengths

Instant feedback and intuitive controls.

Weaknesses

Becomes repetitive over time.

Akari

Core Mechanics

Place lights to illuminate grid.

Complexity

Higher complexity and strategy to complete puzzle.

Strengths

Depth and strategic challenge.

Weaknesses

Overwhelming for beginners.

These comparisons revealed an opportunity for a game that combines intuitive controls with varied challenges to sustain engagement, while avoiding excessive complexity for new players.

Design

Game Mechanics & Delights

Building off initial discoveries, I designed a set of mechanics and game delights that complemented the aesthetics of real hands and mirrored common features of puzzle games. My focus was centred on novelty and elements that could create a variety of unique levels. For each mechanic and delight, I considered the player's motivation and emotional impact.

Mechanics

Flipping Fingers

Flip fingers up or down to achieve the required hand position. When a finger is flipped, adjacent fingers also flip.

  • Motivation: Completion of puzzle through core mechanic.
  • Emotional Impact: Satisfaction, clarity.
Extra Fingers

More fingers increase the complexity of the puzzle, however there would be a limit to the amount to avoid unimaginative dynamism.

  • Motivation: Adaptive problem-solving.
  • Emotional Impact: Challenge, accomplishment.
Frozen Fingers

Frozen fingers can't move until adjacent fingers are flipped once first. This increases the amount of moves needed to solve a puzzle.

  • Motivation: Increased challenge and strategy.
  • Emotional Impact: Surprise, novelty.
Limited Time/Moves

Solve the puzzle within a certain amount of time or moves. This forces the player to act quicker and more carefully.

  • Motivation: Challenge through urgency and limitation.
  • Emotional Impact: Excitement, tension.

Delights

Animated Gestures

Hand animations for popular gestures and win/lose states. Think a thumbs up, or a peace sign that

  • Motivation: Visual feedback and personality.
  • Emotional Impact: Delight, humour.
Hand Customisation

Change the look of a player hand with unlocked rewards.

  • Motivation: Personalisation and progression.
  • Emotional Impact: Ownership, pride.
Dynamic Backgrounds

Themed backgrounds and reactive environments.

  • Motivation: Thematic variation across levels
  • Emotional Impact: Curiosity, immersion.
Satisfying Sound Design

Thematic music and responsive audio feedback.

  • Motivation: Audio reinforcement of actions and success.
  • Emotional Impact: Reward, emotional resonance.
I believe using a variety of these mechanics will create enough unique and challenging levels to keep players engaged, while the game delights will provide enjoyment and satisfaction during and after gameplay.

Game modes

Drawing from common structures of similar puzzles I decided to create two modes of play; Adventure and Challenges.

In the adventure mode, players travel through different lands, solving puzzles to defeat various hand factions. There would be an ongoing story and player protagonist that is featured throughout this mode. Challenges would be single levels that players complete in order to move on to the next level.

All levels would have a 3-star completion requirement that ensures players complete them in the least amount of time or moves to receive the highest score.

Adventure mode design example

Challenge mode design example

With the mechanics and aesthetics in place, I adopted an Object-Oriented UX (OOUX) approach to identify the key objects within the system and further develop the game.

ORCA Sprint

Over a few hours, I went through the objects (O), relationships (R), calls-to-action (C) and object attributes (A) figuring out all I could about my intended system.

I knew this step was essential in Rebel's development because by focusing on the core objects and their relationships, I can ensure that the game’s navigation and system logic is intuitive and scalable.

In the first half of the sprint, I was able to create a clear and justified structure for each object and understand how players would navigate within the game.

OOUX helped me to organise my objects and identify the essential elements needed for the game, and understand what the next phases of development could look like.

In the next half of the ORCA process, I focused on visualising the first phase of development and represented the objects through cards and screens, creating low and mid-fidelity wireframes.

NExt Steps

My next steps for this case study would be to develop high-fidelity designs and animations, with a strong visual identity. I'd also create a playable prototype to test and validate the mechanics and UI. I then would prepare a pitch deck for potential development partners or explore low/no-code platforms to bring this to life myself.