Design project
Card Caper
A visual-first heist puzzle where cards guide a thief through shadowed, color-coded rooms.
Readable motion
The sequence has to stay legible while the thief, cards, locks, and objectives update. Icons carry the meaning first, while color adds urgency and rhythm.
Progress at a glance
Progress is organized as a clean itinerary. Checkmarks, play symbols, and lock icons show completed, available, and closed routes before color adds emphasis.
The room as a miniature heist
Objects do the narrative work: chests, locks, and the thief symbol establish desire, restriction, and position at a glance. The dark grid keeps attention on the scene.
Color-coded tension
Surveillance is added without clutter. Repeated camera, route, lock, and prize symbols let the player parse risk quickly while neon accents give the room its noir charge.
Card Caper is light on explicit story by design. The writing is deliberately minimal: level names, card labels, symbols, and objectives shape the heist mood while the player focuses on solving the room.