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Where they started

Omea is a narrative game in which the player speaks and every choice shapes the story, with a demo on Steam, iOS and Google Play. Three platforms brought three sets of interface conventions. Beta testers got lost between story branches, touch and mouse behaved differently and choices gave unclear feedback, so players quit before the interesting parts.

Positioning

We mapped narrative games and the interface patterns they use on each store. The founders ran the interviews themselves, in direct contact with players on Discord, with feedback flowing straight to our UX team, and after the first version we researched with players again to plan the next one. Together it gave a sharper picture of the core player and what they expect from the game.

Digital products

We rebuilt the narrative flow around branches, choices and character interaction. One adaptive design system with platform-specific overrides serves touch and mouse alike, and annotated Figma flows with interactive prototypes for all three platforms were developed together with the founders and their player community.

A phone in two hands shows an Omea choice: You hear footsteps. What do you do? Hide, call out or run

Outcome

Research after the first version showed who the core player is and what they expect. Designing for that persona kept players in the story instead of fighting the controls: feedback moved from “confusing” to “intuitive and obvious” and players started spending more time in the game.

stores served by one interface, with the demo shipped on schedule
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Feedback and session-time change as reported by the Omea team.

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