Dicey Decisions is a digital board game built in Unity, adapted from a Tabletop Simulator prototype. The main design challenge was translating complex tabletop rules into a clear, intuitive digital experience without overwhelming new players.
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When adapting it to Unity, we discovered that mechanics that felt intuitive in tabletop form became confusing in a digital environment. Early playtests revealed that the lack of onboarding and tutorials created frustration for new players.
After every major change to our game, playtests were conducted with experienced game designers and frequent board game players.
Rule & Resource Understanding
75% were unsure what to do with resources and the cards
Core Gameplay Appeal
43% enjoyed the art style and the dice picking mechanic
Onboarding Clarity
82% weren't sure how to play the game without a tutorial
Key takeaway: Players enjoyed the mechanics and visual style, but struggled to understand rules and legal actions without guidance.
In our first playtest, we found players struggled to understand the rules. To address this, I led the following UI/UX solutions:
We also enhanced visual consistency and clarity by:
While the core gameplay mechanics and rules from Tabletop Simulator served as a starting point, we reimagined the visual direction by shifting the art to a pixel-art aesthetic to better suit a digital board game experience. We wanted to create a more cohesive and visually engaging experience, aligning with online retro-inspired games.
Based on repeated playtest feedback, I focused on improving player understanding, visual clarity, and moment-to-moment feedback. Working closely with the team, I translated user pain points into actionable UI/UX improvements that would encourage players to continue playing beyond a single round.
These changes significantly improved onboarding and player confidence. After implementation, playtests showed a
64% increase in positive feedback, with players understanding the rules faster and engaging in multiple rounds without external guidance.
Constraints included balancing tutorial depth with pacing, ensuring new players felt supported
without slowing down experienced players.
This project strengthened my interest in designing clear, approachable systems for complex games. It reinforced the importance of playtesting, iteration, and strong visual feedback when translating analog experiences into digital ones.
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