Love Letter

"The good Princess Annette, heartbroken over the recent arrest of her mother Queen Marianna for high treason, has locked herself in the palace. You are a suitor trying to ease her pain by sending her letters of love. Since you cannot reach her immediately, you must rely on intermediaries to carry your message."



A friend and I were bored and restless during the pandemic. So we implemented our favourite board game, Love Letter, onto a locally-hosted web platform to play with the rest of our friends over Zoom. The interface design included the layout and positioning of 18 cards and 3 screens which incorporated all gameplay controls (points, tokens) to support interactive online play for up to 8 players.



Project Type: UI/UX design, game design

Role: end-to-end UI design, front-end development, wireframing, prototyping, playtesting

Tools: Figma for wireframing and design, ReactJS for development

Date: June 2020

Code: GitHub


Design Goals

Our aim was to make a simple, intuitive web application that would bring back the experience of playing a cozy board game with our loved ones. Love Letter is a strategy card game at its core, so I focused on three main goals:

  1. Clean: Steer clear of any unnecessary components and keep the focus on gameplay.
  2. Simple: Keep the design intuitive so that someone with little to no experience with technology would be able to play.
  3. Community: Match the original gameplay to retain the vibe of the game and maintain a sense of community.

The Approach

Since this is an online game, I went for a contemporary and friendly aesthetic. I went for a gentle colour palette, easy-to-read typography, and intuitive iconography (to indicate any status changes).

Iconography
User Workflow
Screen 1: Landing page
Screen 2: Player screen (individual for each player, shows the player's card and what's going on at the moment)
Screen 3: Round results
Screen 4: Game results

At any point in time, a player could either be playing, spectating, or eliminated (in which case they'd still be spectating but outside the game circle).

Some cards give players additional properties. For example, on playing the 'Handmaid' card, a player receives immunity until their next turn. This was indicated by a simple shield.

Initial Wireframing

Outcome Highlights


A common starting point


DESIGN GOAL

Community

USER SCENARIO

With the game being virtual and server-hosted, there can be a disconnect between players which may lead to them not knowing what's going on.

SOLUTION

Ensured that all player screens are in sync with each other. Each player could see what was going on as if they were sitting in a circle.



Simple and easy-to-grasp iconography


DESIGN GOAL

Clean, Simple

USER SCENARIO

Users who do not often participate in the gaming community find it hard to understand what symbols mean.

SOLUTION

Introduced simple icons which you would come across daily.

Further Improvements

  • One pain point we missed was a screen for when users get disconnected from the game.
  • The cards in the used pile could be more simplified. Currently difficult to see the card numbers clearly on mobile.


References

Learn more about the original game here.