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game design -

A strategy-based board game where players race from Earth to Pluto, collecting resources, managing fuel, and outsmarting others to survive.

Survival games are often complex or digital-heavy. The idea was to make players constantly choose between risk vs reward, speed vs survival.

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Project Details

Type- Group

Keywords

Strategy

Block

Theme- Space

Time- 1 Week

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Survival

Plan

Project Brief

HomeGo
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GAME PLAY

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Choose a Transport card for the adventure.

Roll E or land on Event → draw a event card & follow it .

There are 4 diffrent types of spaces on the board.

Every move costs fuel

Collect fuel/resources to survive.Trade, gain, or win through events.

Spend extra fuel to take shortcuts & race ahead

Beaware of the asteroid belt on the board.

Reach Pluto with min. of 13 resources and 5 fuel chips before others.

Game Mechanics

Fuel? To control movement and force decision-making.

Resources? To create a clear survival goal and strategy layer.

The first player to land on Pluto with enough fuel and resources wins.

MY ROLE

I focused on building the logic, flow, and player experience of the game.

I designed:

  • Story Development

  • Initial Ideation & Game Concept

  • Game Mechanics & Card Technicalities

  • Power Card Design

  • Board Layout & Route Planning

  • User Testing & Game Balancing

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Can you make it to Pluto before Earth is depleted?

Board Design

CHALLENGE

While designing the board, I tried different layouts like circular orbits, snake-and-ladder style, and square paths. But they either felt too confusing, too basic, or didn’t match the space theme well.

SOLUTION

I finalized a free-flow orbital layout with curved paths around planets. This made the board feel more visually interesting and gave players more freedom to choose their routes while playing.

SOLUTION

I introduced event cards to add unpredictability and fun. These cards allow players to disrupt others and create unexpected moments, making the game more dynamic & fun.

CHALLENGE

The gameplay felt too predictable, and players could easily plan everything without much surprise or interaction.

EVENT CARDS

Game Manual

The first person to land on Pluto with enough fuel & resources wins !

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OTHER GAME ELEMENTS

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Game Elements

HOVER . HOVER . HOVER . HOVER . HOVER . HOVER . HOVER . HOVER . HOVER . HOVER .
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Anticipation

Suspicion

PLAYER EXPERIENCE

Chaos

*Hower to know*

Triumph

Revenge

Tension

User Testing

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TAP TAP !!

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