The stories behind books


In this devlog, we'd like to share the stories of each book we've included in the game!

As mentioned in our last update, we’re aiming for a game that isn’t text-heavy. The world settings aren’t just for lore—they’re there to support gameplay coherence. Each card in our game has a distinct look and function, and by tying them together with narrative, we make it easier for players to remember game mechanics—and for designers to stay inspired.

The core idea is that the protagonist travels from book to book, stepping into each story through turf war mechanics. In each world, she takes on a new persona—maybe a knight, maybe a princess—depending on who she chooses to be in that story.

So, let’s take a look at our first book:

Book 1: A Voyage to the Little Kingdom

Inspired by Gulliver’s Travels, this story kicks off our game in the tone of a classic fairy tale—"Once upon a time..."

We started with the design of the book’s Main Card Skill: a powerful rush move that charges to the top of the board and destroys every card in its path. The chaotic and ego-driven nature of this move reminded us of a tyrannical ruler. That image stuck, and we shaped a character and setting around it.

Using familiar stories is a great way to help players quickly grasp the context with just a few lines and images. It builds a bridge between common knowledge and our custom game world, making everything feel intuitive from the get-go.


Book 2: Sherlock Bones

To explore diverse book genres, we originally planned this book to be a classic detective story. However, a detective version of Mi didn’t feel compelling enough—so we introduced an animal twist: Sherlock Bones, a dog detective!

Sherlock Bones investigates mysteries by sniffing out clues and removing a slot from the board as evidence. While her design is irresistibly adorable, her current card skill isn’t quite effective enough. We're considering ways to enhance her gameplay impact while preserving her quirky charm.

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