UX/UI CASE STUDY · CONCEPT

Atlas Rush: a location game you can play alone, at your own pace

The sea took the cities. Sail a raft that grows into a legendary ship, claim islands on real (sunken) landmarks, and build boards that battle on their own, even while you are offline.

MY ROLE
Lead UX/UI Designer (Bonato): game design, UX, UI, design system
TOOLS
Figma (variables, components), ChatGPT (art generation), Claude (design partner), Python/PIL (asset pipeline)
SCOPE
Concept → rules & economy → design system → 53 hi-fi screens → prototype → validation plan
STATUS
Study project · built as if a team would ship it
ARTWORK
All visuals (logo, characters, items, islands and boats) were created by me using prompt engineering + LLM image generation.

The problem

Location games ask a lot: be at the right place, at the right time, often near strangers, and play reflex-based mini-games. Many people who would love a city-wide strategy game can’t or won’t do that: commuters, parents, shift workers, frequent travellers. Existing territory games (e.g. Ingress) reward coordinated real-time teams and long sessions; base-defense games (e.g. Clash of Clans) are fun asynchronously but ignore the real world.

The solution

A fully asynchronous location strategy game. You plan, the boards fight. Islands defend themselves while you are away; you come back to a digestible summary, readable replays and one-tap rewards. Distance travelled (not speed, not route) is the only movement that matters, which keeps the game safe and privacy-friendly.

Five chapters worth reading

Board building

Drag & drop with live range preview, the type triangle and a free “simulate vs bot”.

Readable replays

Deterministic battles + auto slow-mo at key moments + a 3-finding report.

While you were away

Turns overnight losses into a calm summary with a way back for every loss.

Inverted map

Streets become canals; real water becomes a calm “monster zone” where nothing spawns.

Onboarding a game with no action button

Teaching “you plan, the boards fight” in under a minute.

01 · RESEARCH & BENCHMARK

What the genre does well, and what we do differently

Desk research on six references. Claims about other games come from the sources listed at the bottom; anything not verified is marked as such. We do not claim originality for a mechanic unless we could not find it in the references.

GameWhat it does wellWhere it hurts (for our audience)What Atlas Rush takes / changes
Pokémon GOThe world generates the content (stops, spawns). Gyms pay up to 50 coins/day while defending; motivation decay keeps gyms turning over.Coins only paid when your defender is knocked out. Speed limits & warnings needed after driving incidents.Take: world-generated content, passive income from held territory. Change: income per island on its own 24 h clock, collected remotely.
Ingress (Niantic)The benchmark for location territory control: portals, links and control fields that can span hundreds of km.Faction play rewards coordinated real-time teams and long trips; outcomes depend on who is physically there.Take: territory on real landmarks. Change: no factions, no simultaneous presence, defense built on a board, auto-battles, distance as reward.
Clash of ClansAsynchronous base defense; shields after being raided; replays of attacks.No real-world layer.Take: async defense, shield after capture, replays. Change: replay made pedagogic (slow-mo + report).
Auto-battlers (Auto Chess)Fun comes from composition and positioning, not reflexes.Real-time lobbies of 8 players; long matches.Take: positioning on a grid, type counters. Change: ~24 s deterministic battles vs a snapshot.
UplandReal addresses as property; you don’t need to be physically there.Blockchain/real-money economy; speculation.Change: closed economy (coconuts), system shop only, no trading.
GeocachingExploration of real places; community etiquette and safety norms.Requires precise physical search; slow loop.Take: placement etiquette (public, accessible places only).

Insights → design principles

DECIDED

Presence shouldn’t be simultaneous

Every location game we looked at rewards being there at the same time as others. We remove that entirely (golden rule).

DECIDED

Passive income needs a rhythm

Pokémon GO’s defender coins are capped and paid on knock-out. We pay a fixed 3 coconuts per island per 24 h, each island on its own clock. Predictable and calm.

PROPOSAL

Losing must teach

Async defense games lose players at the “I was raided and don’t know why” moment. Replays + report are the answer.

DECIDED

Safety by design, not by pop-up

Speed warnings are a patch. We make speed irrelevant (only farthest distance counts) and never place content on water or private places.

Sources

  • Ingress: en.wikipedia.org/wiki/Ingress_(video_game) · support.ingress.com (Creating Links and Fields) · ingress.fandom.com/wiki/Control_Field
  • Pokémon GO gyms & defender bonus: niantic.helpshift.com (Earning the Defender Bonus) · imore.com/pokemon-go-gyms
  • Pokémon GO speed warning: androidcentral.com (How to avoid a driving warning) · npr.org (2016) “Yes, people really are driving while playing Pokémon Go”
  • Clash of Clans shields: clashofclans.fandom.com/wiki/Shield
  • Niantic placement criteria (no private residences, K-12, childcare): niantic.helpshift.com Wayfarer Rejection Criteria
  • Upland: fool.com (2021) “3 Benefits to Becoming a Landlord in the Metaverse”
  • Not verified for this study: Landlord GO mechanics (listed in the brief; excluded from the table until checked).

02 · STRATEGY

Principles, people and how we’ll know it works

Design principles

DECIDED

1 · Nothing needs another person, now

Every action is solo and asynchronous. No meet-ups, no chases, no live PvP.

DECIDED

2 · You plan, the boards fight

Skill = composition and placement. Zero reflex input in battles.

DECIDED

3 · Every loss comes with a way back

Recovery chest, replay, cooldown only on that island, free wild islands.

DECIDED

4 · Distance, never speed

Only the farthest point counts. No incentive to rush or drive.

DECIDED

5 · State = shape + icon + color

Never color alone: color-blind safe on a blue map.

PROPOSAL

6 · Explain in one sentence

Every item, rule and result fits in one line of plain language.

Personas

Lia, 29, the city walker

Walks 40 min a day between home, metro and work. Plays in 2-5 min bursts.

GOAL

Feel progress without changing her routine.

FRUSTRATION

Games that demand detours, evenings out or being online at a set time.

HOW ATLAS RUSH SERVES THEM

Islands on her route, remote coconut collection, “While you were away” in 30 s.

Rafa, 35, the board strategist

Loves auto-battlers and deck builders; plays seated, at home.

GOAL

Out-think other players; see his builds win.

FRUSTRATION

Location games feel shallow; real-time PvP is exhausting.

HOW ATLAS RUSH SERVES THEM

Deep defense/attack boards, the type triangle, free simulations, readable replays.

Marta, 46, the frequent traveller

Flies twice a month for work; rarely in the same city two weeks in a row.

GOAL

Have a reason to open the app abroad and when she comes back.

FRUSTRATION

Territory games punish being away; progress stalls.

HOW ATLAS RUSH SERVES THEM

Voyage bonus: every island pays for the distance she travelled, safely and privately.

Journey · Lia’s first week

  1. Day 1

    Installs, claims a wild island on her way to the metro

    “That was easy”

  2. Day 1 night

    Island raided while asleep

  3. Day 2

    “While you were away”: 1 lost, recovery chest, replay shows the open flank

    “Ok, I get why”

  4. Day 2

    Simulates a new defense on the train, retakes the island

    “I outsmarted them”

  5. Day 4

    Collects 9 coconuts from 3 islands without detours

    “Little and often”

  6. Day 7

    Rowboat unlocked → bigger board, new league

    “Progress!”

Hypotheses & success metrics

HypothesisSignalTarget (concept)
Players understand “you plan, the boards fight” from onboarding alone% who place ≥1 defense item before leaving onboarding≥ 80%
Free simulation reduces frustration from lossesD7 retention of players who simulated ≥1× vs never+15 pp
“While you were away” makes losses digestible% of users who retake or fix a defense within 24 h after a loss≥ 40%
Remote collection + per-island clocks create short healthy sessionsMedian session length / sessions per day3-5 min · 2-4 / day
Voyage bonus motivates travellers without encouraging speedBonus claims vs. average speed telemetryNo correlation
Replays are readableUsability test: participant explains why a battle was lost≥ 4 of 5 participants

03 · GAME DESIGN

Rules, economy and content

Labels: DECIDED = Bonato’s decision · PROPOSAL = my suggestion (needs sign-off) · PENDING = open question.

Core loop

  1. Find chestssunken cities
  2. Claim islandswild = free
  3. Build boardsdefense + boat
  4. Raid islandssame league
  5. Get raidedwhile offline
  6. Returnreplays, coconuts
  7. Spendshop, upgrades

Economy · coconuts (closed loop)

Sources (in)

  • DECIDED3 per island / 24 h, own clock per island
  • DECIDED+3 on conquering an island
  • PROPOSALChests (small amounts)
  • PENDINGAccumulate until opened, cap 3 days?

Sinks (out)

  • DECIDEDIsland upgrades (8 levels)
  • DECIDEDSystem shop: chests, consumables
  • PROPOSALRepairs (Repair Scroll)
  • PENDINGPalm seed for Lv 6+ islands?

Guardrails

  • DECIDEDNo player-to-player trading
  • PROPOSALIsland cap per boat tier
  • DECIDEDDaily lost-island limit grows with level
  • PROPOSALVariable palm yield → roadmap

Worked example: 12 islands → 36 coconuts/day. A Lv 4→5 upgrade at 120 coconuts ≈ 3.3 days of income. Meaningful but reachable. All prices are placeholders until the balancing sheet is validated with bot simulations.

Progression · 30 boat levels (boat = level = attack board = league)

#BoatArtMaterials I → II → IIIAttack boardLevels
1RaftBamboo → Wood → Reinforced wood3×31-3
2RowboatWood → Iron-banded → Iron3×44-6
3Double canoeBamboo → Wood → Coral hull4×47-9
4SailboatCanvas & wood → Canvas & iron → Silk & steel4×510-12
5SchoonerWood → Iron → Steel5×513-15
6CaravelDark wood → Bronze → Silver5×616-18
7GalleonOak → Black iron → Gold6×619-21
8FrigateSteel → Obsidian → Sea crystal6×722-24
9Legendary shipPearl → Amber → Aurora7×725-27
10LeviathanBone → Living coral → Abyssal7×828-30

Islands · 8 levels

LvIslandArtDefense gridUpgrade cost (placeholder)
1Sandbank3×3Claimed
2Islet3×430 coconuts
3Small island4×460 coconuts
4Medium island4×590 coconuts
5Large island5×5120 coconuts
6Lagoon island5×6180 coconuts + palm seed? (pending)
7Fortress island6×6260 coconuts + palm seed? (pending)
8Legendary island6×7360 coconuts + palm seed? (pending)

Type triangle

  • Barrier beats Force (holds it back)
  • Force beats Cunning
  • Cunning beats Barrier (slips past)

Barrier = holds (wide, round shapes) · Force = deals damage (pointed, angular) · Cunning = manipulates (slender, asymmetric). Counter bonus is a PROPOSAL: +25% effect vs the beaten type, −25% vs the winning type.

The 40 items (+4 specials)

Usage: D = island defense, A = boat attack, A/D = both. Common → Rare take 1 cell; Epic & Legendary take 2. Names were localised to English and softened where the brief asked to avoid bomb/war language (e.g. “Explosive barrel” → Bursting Barrel, “Tide mine” → Tide Trap, “Urchin bomb” → Spiky Urchin).

  • Crab ShieldBarrierDCOMMONBlocks its cell and takes 3 hits
  • Coral WallBarrierDCOMMON2-cell wall that bends the attackers’ path
  • Fishing NetBarrierDCOMMONSlows whoever crosses it by 2 s
  • Shield SailorBarrierACOMMONWalks in front and absorbs hits
  • Bursting BarrelForceDCOMMONBursts when hit, damaging neighbours
  • Coconut SlingshotForceDCOMMONFires at nearest attacker (range 2)
  • HarpoonerForceACOMMONStrong straight-line strike
  • Deck CannonForceACOMMONRanged damage, slow reload
  • Tide TrapCunningDCOMMONHidden trap that hurts who steps on it
  • Decoy LureCunningDCOMMONDraws attackers’ aim for a few seconds
  • Hook FisherCunningACOMMONPulls an enemy closer
  • Spy ParrotCunningACOMMONReveals part of the defense before attacking
  • Turtle ShellBarrierDUNCOMMONReduces damage on neighbouring cells
  • Kelp CurtainBarrierDUNCOMMONShrinks the range of attackers passing through
  • Iron ChainBarrierDUNCOMMONHolds the first enemy that touches it for 3 s
  • Bow ShieldbearerBarrierAUNCOMMONBig shield protecting the row behind
  • Twin CannonForceA/DUNCOMMONTwo quick shots, long reload
  • Brute OctopusForceAUNCOMMONHits all neighbouring cells
  • Harpoon TowerForceDUNCOMMONFires along an entire column
  • Singing SirenCunningDUNCOMMONMakes an attacker switch targets
  • Sneaky PirateCunningAUNCOMMONIgnores the first barrier it meets
  • Sea MistCunningA/DUNCOMMONHides neighbouring items from recon
  • Coral GolemBarrierDRARETakes 2 cells and slowly regenerates
  • Tide ShieldBarrierA/DRAREBlocks the first hit on each neighbour
  • Giant AnchorBarrierDRAREPins the strongest attacker for 4 s
  • Trained SharkForceARARERushes the lowest-health enemy
  • Ricochet CannonForceA/DRAREShot bounces between 2 targets
  • Spiky UrchinForceDRARETrap that shoots spines in a circle
  • Ghost DiverCunningARAREPasses under the first defense line
  • Water MirrorCunningDRAREReflects the first ranged attack
  • Fortress WhaleBarrierDEPIC2×2 block that soaks lots of damage
  • Bubble DomeBarrierA/DEPICMakes an area immune for 5 s
  • Young KrakenForceAEPICGrabs an enemy and throws it far
  • Lighthouse TowerForceDEPICBeam that crosses a whole row
  • Electric JellyfishCunningDEPICStuns attackers passing nearby
  • Ghost ShipCunningAEPICInvisible until close to the defense
  • Abyssal SentinelBarrierDLEGENDARYGiant guardian that blocks and strikes back
  • TsunamiForceALEGENDARYWave that sweeps a full row
  • Siren QueenCunningA/DLEGENDARYControls an enemy for 6 s
  • Awakened LeviathanForceA/DLEGENDARYHuge area attacker, very hard to take down
  • Palm SeedSPECIALRaises island level (pending decision)
  • Repair ScrollSPECIALRestores a worn item
  • Golden Chest KeySPECIALUpgrades your next chest one rarity
  • Uncharted MapSPECIALUnlocks a sea event

Battle, loss and voyage rules

DECIDED

Battle

Auto-battle ~24 s, deterministic, low randomness. Attacker must reach the core (palm) before time runs out. Resolved server-side against a snapshot of the defense taken when the attacker sails.

DECIDED

Recon

Before attacking you see the defense’s type counts; Spy Parrot reveals exact items in part of the grid; Sea Mist hides neighbours.

DECIDED

Attacker loses

−XP (smaller than a win’s +XP, proposal), keeps items, can’t attack THAT island for 24 h.

DECIDED

Attacker wins

Takes the island, +3 coconuts, timer starts, conquest chest (better than street chests).

DECIDED

Defender loses

Loses the items on that island’s board; a recovery chest returns a random part (~30-40% proposal). Short shield (60-120 min, pending). Daily lost-island cap grows with level.

DECIDED

Voyage bonus

Per island: farthest point since last visit. Back at the island → item scaled by distance, min 5 km (proposal), rarity capped by boat tier. Only start / farthest / return are stored.

Balancing risks: honest flags

RISK

Snowball: big players farm small ones

Mitigated by hard leagues (same boat type only) and island cap per tier (proposal). Remaining risk: a league’s top captains may dominate a dense city.

RISK

Farm of wild islands

Brake: unfortified islands are easy prey; island cap per tier; upkeep idea for v2 (repairs).

RISK

Inflation of coconuts

Income is linear in islands; sinks scale super-linearly (upgrade costs). Monitor coconuts-per-player median weekly.

RISK

Smurfing (staying in a low league)

XP floor per league + losses smaller than wins + season reset. Open question: should a player be allowed to decline a boat upgrade? Recommendation: no.

RISK

GPS spoofing for voyage bonus

Requires coming back to the island, tier cap, impossible-jump detection, server-side plausibility checks on the 3 points.

RISK

Overnight wipe-outs

Daily lost-island cap and shields keep a bad night bounded; “While you were away” frames it.

⚠ Contradiction resolved: the brief mentions both a single daily coconut popup and per-island 24 h counters. Following “most recent & specific wins”, per-island counters are used; the popup only summarises what is ready when the app opens.

06 · FLOWS

Eight key flows

  • Screen
  • Decision
  • System / server
  • Outcome
  • Negative outcome

1 · Onboarding → first island

  1. Screen: A1Splash
  2. Screen: A2-A43 pitch cards
  3. Screen: A5Why location?
  4. Decision: Allow?
  5. Screen: A7Name captain
  6. Screen: A8First raft
  7. Screen: A9Walk to chest
  8. Screen: A10Open chest
  9. Screen: A11Claim wild island
  10. Screen: A12First defense + simulate
  11. Outcome: B1Map home
  1. ↳ else
  2. Screen: A6Denied → explain
  3. Screen: Play boards offline
  4. Decision: Re-ask in context

2 · Find chest → open → equip

  1. Screen: B1Chest pin
  2. Decision: Within 40 m?
  3. Screen: E1Open animation
  4. Screen: Reward grid
  5. Screen: C2Item detail
  6. Screen: C1/C5Equip to board
  7. Outcome: Saved
  1. ↳ else
  2. Screen: Show distance + route hint

3 · Build defense → simulate → save

  1. Screen: B5Island sheet
  2. Screen: C1Defense board
  3. Screen: Drag item (range preview)
  4. Decision: Valid cell?
  5. Screen: C3Simulate vs bot
  6. Screen: C4Report
  7. Decision: Good enough?
  8. Outcome: Save
  1. ↳ else
  2. Screen: C1Edit & retry

4 · Attack → battle → result → cooldown

  1. Screen: B6Enemy island + recon
  2. Screen: C5Attack kit
  3. Screen: D1Pre-battle
  4. System / server: Snapshot defense
  5. Screen: D2Auto-battle
  6. Screen: D3Key moment
  7. Decision: Core reached?
  8. Outcome: D4Victory · island + chest
  1. ↳ else
  2. Negative outcome: D5Defeat · −XP
  3. System / server: 24 h cooldown (this island)
  4. Screen: Replay & rethink

5 · Raided offline → return → retake

  1. System / server: Raid resolved on server
  2. Screen: E8Push (batched)
  3. Screen: Open app
  4. Screen: D6While you were away
  5. Screen: D7Defense replay
  6. Screen: C1Fix defense
  7. Outcome: B6→D1Retake island
  1. ↳ else
  2. Screen: D9Recovery chest

6 · Collect coconuts & upgrade island

  1. System / server: Per-island 24 h timer
  2. Screen: D8Popup on open
  3. Screen: Collect all
  4. Screen: B8My islands
  5. Screen: B5Island sheet
  6. Decision: Enough coconuts?
  7. Outcome: C8Upgrade · palm grows
  1. ↳ else
  2. Screen: E4Shop / wait for timers

7 · Return to island → voyage bonus

  1. Screen: Leave home island
  2. System / server: Store farthest point only
  3. Screen: Travel (any transport)
  4. Screen: Return to island
  5. Decision: ≥ 5 km?
  6. Outcome: D10Epic voyage
  1. ↳ else
  2. Screen: No bonus · meter resets quietly

8 · Monster zone warning

  1. System / server: GPS over real water
  2. Screen: B3Calm banner
  3. System / server: Nothing spawns there
  4. Decision: Back on land
  5. Outcome: Banner dismisses

07 · WIREFRAMES (LOW-FI)

Structure before style

Grey-box skeletons of the six critical screens, each paired with the design question it has to answer. (Note for the case: in this study they were drawn alongside the hi-fi; for a real project, test these first.)

Map · home

Low-fi wireframe: Map · home
Q: Do pins stay readable on a busy map? → added a 'calm layer' and shape-coded badges.

Defense board

Low-fi wireframe: Defense board
Q: Can players predict what an item will do before dropping it? → range painted on drag + one-sentence rule.

Replay

Low-fi wireframe: Replay
Q: Can someone explain why they lost? → auto slow-mo at key events + rule caption + 3-finding report.

While you were away

Low-fi wireframe: While you were away
Q: Does a bad night feel digestible? → one summary sentence, four numbers, every loss paired with an action.

Location pre-permission

Low-fi wireframe: Location pre-permission
Q: Will people allow location if we are honest? → three rows: use / keep / never keep, then the OS prompt.

Island sheet (enemy)

Low-fi wireframe: Island sheet (enemy)
Q: Is the risk clear before committing? → recon grid + win/lose cards side by side.

08 · HIGH-FIDELITY SCREENS

Sixteen screens, four moments

53 screens were designed in total. These are the ones that carry the core idea: a game where you plan and the boards fight. Each one answers a specific design question, written under the screen.

The first minute

Atlas Rush screen A4 · Battles play out offline

A4 · Battles play out offline

Sets the key mental model before anything else: you are a planner, not a fighter. It prepares the player for coming back to results instead of live fights.

Atlas Rush screen A5 · Location pre-permission

A5 · Location pre-permission

An honest screen shown before the system dialog. It says why we need location, what we keep (3 points per trip) and what we never keep.

Atlas Rush screen A11 · First island claimed

A11 · First island claimed

The first "wow". The first wild island is always close, and claiming it gives a flag, confetti, coconuts and a better chest. The CTA teaches that unprotected islands get taken.

Atlas Rush screen A12 · First defense + simulate

A12 · First defense + simulate

A guided first placement where only one target pulses. Right after, "Simulate vs bot" lights up so the player sees the board fight before anything is at stake.

The map and your islands

Atlas Rush screen B1 · Map home

B1 · Map home

A calm water map with a darker layer so pins stand out. Only your own position is shown, and collecting coconuts is remote, with one tap.

Atlas Rush screen B3 · Monster zone warning

B3 · Monster zone warning

When GPS says you are over real water (bridge, ferry), a calm banner appears. No damage, no timer, and nothing ever spawns near real shorelines.

Atlas Rush screen B6 · Enemy island recon

B6 · Enemy island recon

Recon shows item types but not the exact items. Risk and reward are visible before you commit, and the same-league rule is stated so the fight feels fair.

Atlas Rush screen B8 · My islands

B8 · My islands

Each island runs its own 24 h clock, so coconuts trickle in all day. Ready islands go to the top and "Collect all" works from anywhere.

Building and testing a defense

Atlas Rush screen C1 · Defense board

C1 · Defense board

The key screen. While you drag an item, its range is painted on the board and its rule appears in one sentence. Valid and invalid cells use pattern and icon, not just color.

Atlas Rush screen C3 · Simulate vs bot

C3 · Simulate vs bot

The same engine as real battles, clearly labelled as practice. Players learn here instead of losing islands, and the team uses it to balance the game.

Atlas Rush screen C4 · Simulation report

C4 · Simulation report

A replay only helps if it teaches. The report turns the battle log into 3 plain findings, highlights where the defense broke and links each one to a fix.

Atlas Rush screen C6 · Shared bag

C6 · Shared bag

Every item lives in one place: an island, the boat or the bag. Showing where each item is makes the central dilemma visible: defend or attack with the same items.

Coming back to the app

Atlas Rush screen D6 · While you were away

D6 · While you were away

Opening the app after losses has to feel digestible. One sentence, four numbers and a timeline you can act on. Every loss comes with a way back.

Atlas Rush screen D3 · Replay key moment

D3 · Replay key moment

At decisive events the replay slows to 0.25x, dims the rest and explains the rule in one sentence. Players learn the item system by watching.

Atlas Rush screen D7 · Defense replay

D7 · Defense replay

The defender's side: what held, for how long and exactly where it broke. "Fix this defense" jumps to the board with the weak column highlighted.

Atlas Rush screen D10 · Epic voyage

D10 · Epic voyage

The most original mechanic. Each island remembers the farthest point you reached, and pays an item based on that distance. Speed and transport mode never matter.

10 · SAFETY, PRIVACY & ACCESSIBILITY

Responsible by design

DECIDED

No content on real water or private places

Islands, chests and rewards only on public, accessible landmarks (open data, e.g. OpenStreetMap), ≥ 30 m from shorelines; never residences, schools, childcare, hospitals (aligned with Niantic’s public Wayfarer criteria).

DECIDED

Monsters are only visual

Real water is a “monster zone” on the map. Nothing spawns there and nothing is lost. GPS over water (bridge, ferry) shows a calm banner only.

DECIDED

No encounters, no chasing

No other player positions ever. Attacks need proximity to an island, never to a person; the defender is offline by design.

DECIDED

Distance, not speed

Voyage bonus counts only the farthest point; transport mode is irrelevant. Daily cap and break reminders. No timers that reward hurrying.

DECIDED

Minimum data

Per trip only start, farthest and return points, visible only to the player, deletable in Settings. Location only while in use; never background.

PROPOSAL

Battery

No continuous tracking: significant-location-change + geofences around owned islands (PROPOSAL for the tech team).

DECIDED

Tone

Light maritime adventure. No war or bomb words, e.g. Bursting Barrel, Tide Trap, Spiky Urchin, “raid”, “changed hands”.

DECIDED

Map imagery

The Google Maps screenshot in “Assets” is reference only and must not appear in the public case (terms of use). Production map = custom style over OpenStreetMap data (MapLibre).

Accessibility audit (WCAG 2.2 contrast)

PairRatioUseStatus
Navy on Gold (primary button)12.75 : 1Primary CTAsPASS
White on Ocean #00A8F02.67 : 1Ocean button label (was)FIXED
Navy on Ocean6.92 : 1Ocean button label (now)PASS
White on Collect green #22C55E2.28 : 1Collect label (was)FIXED
Navy on Collect green8.11 : 1Collect label (now)PASS
White on Danger red3.76 : 1Large text only (≥ 18.7 px bold)PASS
White on map water #1C9CC83.16 : 1Never used for text. HUD sits on a navy scrimPASS
Ink-500 on white4.54 : 1CaptionsPASS
DECIDED

Never color alone

Island states: dashed square / circle / diamond / burst / bubble. Types: round / spiky / leaf shapes + glyphs. Rarity: 1-5 pips.

DECIDED

Touch ≥ 44 px

All buttons 44-56 px; grid cells 48 px (boards scale down only in previews).

DECIDED

Reduced motion

Fades instead of bursts, no camera pans, replay slow-mo still available.

PROPOSAL

Text scaling

Body text follows system size to 200%; tiles keep icons, labels wrap.

11 · VALIDATION

Usability test plan

Moderated remote sessions, 5-6 participants per round (2 casual walkers, 2 board strategists, 1-2 frequent travellers), Figma prototype on a phone, think-aloud, 35 min. Two rounds: concept prototype → revised prototype.

AreaTaskSuccess criteriaQuestions
Board building (C1)“Protect your palm from attackers coming from the shore using 3 items.”Places ≥ 2 items on a sensible path in < 2 min without help; can say what one item doesWhat did you expect the blue squares to mean? How sure are you this will work (1-5)?
Simulate (C3-C4)“Check whether your defense would hold.”Finds Simulate unprompted; reads the report and names one fixWhat would you change now? Did anything feel unfair?
Replay (D2-D3, D7)“Watch what happened to Rose Garden Reef and tell me why it was lost.”Explains the breach in their own words (≥ 4 of 5)Which moment helped most? Was slow-mo annoying or useful?
While you were away (D6)“It’s morning. Catch up on what happened overnight.”Identifies held vs lost islands and one next action in < 60 sHow do you feel about losing 2 islands (1-5)? What would you do first?
Location pre-prompt (A5-A6)“Set up the app.”Can say what is and isn’t stored; allow/deny decision feels informedWhat do you think we keep about your location?
Voyage bonus (D10)“You just came back from a trip, what happened?”Understands distance (not speed/route) is rewardedWould this change how you travel? Why?

Measure

SUS after each round · task success & time · confidence 1-5 · emotional reaction to loss (SAM scale).

Decide

A finding blocks launch if ≥ 2 of 5 participants fail the task or misread a safety/privacy message.

Follow-up

Instrumented beta: metrics from 02 Strategy (onboarding completion, simulate usage, retake-after-loss rate).

12 · ROADMAP

What comes after v1

NOW

v1 · Concept MVP

  • Async boards & auto-battles
  • 30 boats · 8 islands · 40 items
  • Per-island coconuts (3/24 h)
  • While you were away + replays
  • Voyage bonus (distance only)
  • System shop, no trading
NEXT

v1.x · Depth

  • Balancing from bot simulations
  • Seasons & league resets
  • Item levels via 3 copies
  • Weekly sea events (Uncharted Map)
  • Accessibility modes polish
  • Android 360×800 pass
LATER

v2 · Expansion

  • Optional attack mini-game (still async)
  • Variable palm yield by island level
  • Island upkeep (repairs) to curb farming
  • Voyage bonus: themed sunken-city collections
  • Friends: visit-only replays (no co-op pressure)
  • Regenerated hi-res hero art

09 · 13 · PROTOTYPE & LEARNINGS

What I learned, what’s decided, what’s next

09 · Prototype

Clickable main path wired on the hi-fi screens (flow “Main path”): A1 → A2 → A3 → A4 → A5 → A7 → A8 → A9 → A10 → A11 → A12 → C3 → C4 → C1 → B1 → B6 → C5 → D1 → D2 → D3 → D4 → D6 → D7. Primary buttons navigate with a 300 ms dissolve; onboarding uses slide-left.

13 · Learnings

The hardest UX is the absence of action

When the player doesn’t fight, every moment of feedback (simulation, replay, report) has to do the teaching that a controller normally does.

Losses are a product surface

Designing “While you were away” first forced the economy to include recovery chests, shields and daily loss caps.

Safety rules made the design better

Ignoring speed and storing only the farthest point simplified the tech, the privacy story and the fairness story at once.

AI art needs a pipeline, not just prompts

Sprite sheets → automated crops → named components made 113 assets usable in an afternoon; consistency issues became visible side by side.

Tokens must survive edge cases

Binding variables to semi-transparent paints silently dropped opacity in Figma: scrims and drop targets went solid. Lesson: test tokens on overlays early.

Contrast checks change components, not screens

Fixing two button labels at the component level repaired dozens of screens instantly.

Decision log

TopicStatusDecision / proposalOwner
Official languageDECIDEDEnglish for all UI and case copy (overrides the PT-BR line in the brief). Strings are kept short for localisation.Bonato
FontsPROPOSALLilita One (display) + Nunito (body, tabular numbers). Please confirm.Bonato
Coconut incomeDECIDED3 per island per 24 h, own clock per island, remote collect; +3 on conquest.Bonato
Accumulation capPENDINGSuggest 3 days of uncollected coconuts.Bonato
Island upgrade costPENDINGCoconuts only vs coconuts + Palm Seed from Lv 6.Bonato
Item upgradesPROPOSAL3 copies → +1 level (+10%). Coconut upgrades: pending.Bonato
Shield after conquestPENDING60-120 min; screens show 90 min.Bonato
Daily lost-island capDECIDEDGrows with level; curve pending.Bonato
Voyage min distancePROPOSAL5 km per island; rarity capped by boat tier.Bonato
Island cap per tierPROPOSALe.g. Raft 8 · Rowboat 12 · … · Leviathan 60.Bonato
Anti-smurfPROPOSALXP floor per league, losses smaller than wins, season reset; boat upgrades are not optional.Bonato
Arena layoutPENDINGProposal shown: island board on top, boat docked below, units advance up.Bonato
Counter bonusPROPOSAL±25% effect for the type triangle.Bonato
Recovery chest sharePROPOSAL~30-40% of lost board items, random.Bonato