Punch Card

Role
UI/UX Designer
Timeline
2 weeks
Platform
PC
Engine
Godot
Play the Game

Background

What is Punch Card?

Punch Card is a card battle roguelike which combines elements from games like Slay the Spire and Inscryption. Instead of fighting monsters, the player uses different tactics to avoid actually doing various work tasks, which are represented as monsters. The game's objective is to get through an entire week of work without reaching 100 stress.

A card battle RPG inspired by the office grind culture of the 90s

Punch Card was created during a game jam hosted by the Portland Indie Game (PIG) Squad. The jam had a "technical theme" of "boss battle" that helped shape the gameplay and a "creative theme" of "dreams and nightmares" that guided other gameplay elements. For this jam, we thought a literal interpretation of the theme—fighting your boss at work—might lend itself to a comedic and sometimes relatable experience.

Research & Inspiration

Taking inspiration from classic office environments and bad bosses

To help me set the tone for the perfect soul-sucking office, I began assembling a mood board of images and media that best conveyed this theme. The main ideas I pulled from this research were:

  • The protagonist's strong desire to escape the office (either literally or into their imagination)
  • Physical materials such as paper and post-its being favored over digital solutions.
  • Bosses in these movies and shows possess and air of undeserved authority.
  • So. Much. Beige.

UX inspiration from card battle games

As fate would have it, the two games I finished right before this jam happened to be Inscryption (a card battle rougelike) and The Black Book (a card battle RPG and absolute hidden gem). With my mind already in deck-building mode, I got to work looking for inspiration from those titles as well as other popular games such as Slay the Spire and Hearthstone. The main takeaways UX-wise from these games were:

  • Information should be laid out in a way where the user can easily perceive it, but not too far spaced out so that the player would overlook it.
  • Card stats should be clearly highlighted since they'll be overlapping other cards with similar info.
  • Intuitive iconography is paramount in making sure the player knows what's going on and why certain things are happening.
  • Because we were making a PC game, tooltips could be used to surface more detailed information without cluttering the screen.

Designing the Combat Screen

Creating balance between information density and atmosphere

Having just finished Inscryption and The Black Book, I knew that creating a card battle RPG meant that information architecture would be crucial to a satisfying battle experience.

Once we had settled on the basic theme of the game, I set up a virtual whiteboarding session with the team's gameplay designer. We chatted through his vision for how battles would work and iterated on the combat screen via rapid sketching sessions. The key mechanics that drove our decision making were:

  • Each enemy has a workload score (i.e. how much stress they cause the player when they attack) and a timer (how many turns until they attack).
  • An enemy's workload score is also its health.
  • Once an enemy attacks and does damage, it is removed from the field and is replaced by the next enemy in the queue (if one exists).
  • Certain cards allow players to shield themselves against stress with "Chill".
  • Limited events will allow players to add or remove a single card from their deck.

First person vs. a side-scrolling view

While we initially started with showing the player and enemies from the side view, we scrapped that in favor of a first person view because it fit into the narrative of the main character imagining their work as monsters and, based on the game's mechanics, there wasn't an added benefit to showing the main character.

Below are a few low fidelity wireframe iterations on the combat screen:

Adjusting the UI layout based on art direction

A couple days into development, I received some concept art from our team's artist. Based on this, I adjusted the placement of some of the UI elements to fit more harmoniously into the scene.

Cranking up the beige and taking the designs to high fidelity

Once I was happy with the layout, I began implementing the office-inspired color palette established by the team's artist and creating high fidelity assets for the interface and card frames (the actual card art was created by someone else on the team).

While creating these assets, I made sure to layer them onto the final artwork to make sure they felt cohesive with the environment and monsters.

Designing the Dream, Nightmare and Event Sequences

Leveraging industry-standard UX patterns to speed up decision-making

Once the player is done battling, they enter a sleep sequence where they either have good dreams or nightmares depending on their performance in the previous battle. The twist here is that dreams and nightmares both have their benefits and drawbacks.

Given the complexity of the battle sequences, we wanted to keep this as a simple dialogue window with different choices for the player. In the event a player would add or remove a card from their deck, we would reuse the UI for that from the battle screen.

Mocking up in high fidelity

The dream and nightmare screens were pretty straightforward when it came to creating them in high fidelity. To add some extra personality, we animated some of the text ("hell" in the nightmare and "Dream Event" in the dream). We then added a portrait of the anime cat girl seen on the main character's body pillow to the dream window and created a variant for the nightmare window that had the boss dressed as the cat girl.

Designing the Start Screen

Evoking the dreaded elevator ride to work

To welcome players into the cheaply-carpeted, beige depths of office hell, I wanted the start screen to look like an elevator. After some initial wireframing and a brief experiment with icon-only buttons, I finally settled on the final elevator button designs, complete with braille.

Final Screens

Press

Featured on the Oregon Public Broadcasting website and radio

During the jam we were joined by a member of the Oregon Public Broadcasting (OPB) news staff who was doing a story about the game jam. In addition to interviewing some of the team and jam organizers, they also featured some early screenshots on the OPB website along with the news story. You can find it here.