When we set out to create Little Raincloud, a maths game aimed at 5–7-year-olds, our goal was simple: make learning place value engaging and accessible. The game would eventually become a beloved tool for early learners, but its journey from concept to final release is a story worth sharing.

The Idea

At Mangahigh, we continuously analyze our platform to identify content gaps. In early 2018, we noticed a significant void in the area of KS1 Number and Place Value games, critical for young learners building foundational maths skills. By discussing this with teachers and reviewing classroom strategies, it became evident that a game addressing this need could provide tremendous value.

We delved deeper, interviewing educators and a Dyscalculia tutor to understand the common challenges students face when learning place value. This research informed the creative phase, where we explored different ways to teach the concept.

The Concept

Armed with insights, we sketched numerous ideas and prototyped three core concepts:

  • City Plan: Players build houses of various sizes by arranging numbers in the correct order.
  • Air Traffic: Planes are landed in the correct spaces to create requested numbers.
  • Plants: Players rearrange bubbles to adjust the water volume in a raincloud and help plants grow.

The team gravitated toward the plant idea, drawn to its visual appeal and playful mechanics. Thus, Little Raincloud was born.

Building the Game

With the concept finalized, the real work began. As the design lead, I guided the development process, creating a comprehensive Games Design Document (GDD) to outline every detail. We broke the project into three phases, tracked progress using Asana, and collaborated closely with a cross-disciplinary team of developers, artists, and educators.

In Phase 1, we validated the game's core mechanics through prototyping. Phase 2 saw us refine gameplay and introduce essential features like level configuration. By Phase 3, we polished the experience with added gamification layers to keep young learners engaged.

Challenges and Testing

Testing was a vital part of the journey. After each development phase, the game underwent rigorous QA testing to identify bugs and fine-tune mechanics. For instance, video documentation proved invaluable when screenshots couldn't fully capture gameplay issues.

The real test came when we introduced Little Raincloud to its intended audience. At a local primary school, 20 children aged 5–7 played the game, providing invaluable feedback on graphics, difficulty levels, and overall enjoyment. Their enthusiasm affirmed we were on the right track.

Impact

Since its release, Little Raincloud has become a favorite on the Mangahigh platform, with over 220,000 plays and 75,000 medals earned. Available in three languages and compatible with mobile, tablet, and desktop, it's reached learners around the globe, turning a challenging concept into an engaging experience.

Key Takeaways

  • Early user research is crucial for educational game design
  • Iterative testing with the target audience provides invaluable insights
  • Clear project phases help manage complex development cycles
  • Visual appeal and playful mechanics enhance learning engagement

Thank you for reading!

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