Independent game · 2026Play prototype

Game design · Character art · Development

PlanetMerge

Play the game

A calm space puzzle where matching planets turns play into a small moment of discovery.

Designed for ages 5–10Playable web prototypeScroll to explore
01

The idea

Play. Merge. Learn.

Space can feel big. Learning it should feel simple.

Planet Merge is a learning-first game prototype for children aged 5–10. Players drop matching characters into a container, combine them into the next planet, and slowly build their way through the solar-system-inspired collection.

I created the complete experience: the game concept, mechanics, character family, interface, physics, sound interactions and parent controls. The result is intentionally easy to understand and gentle enough for independent play.

Audience
Children, 5–10
Role
End-to-end creator
Format
Browser game
Status
Playable prototype
02

Core interaction

One rule. Immediate feedback.

The game loop

Two of the same become something new.

Moon
Moon
PlutoPluto
01

Aim & drop

Move the little ship, find a clear space and release the waiting planet.

02

Match & merge

Two identical characters touch and combine into the next body in the sequence.

03

Unlock & discover

New planets join the collection, with selected discoveries adding a replayable audio explanation.

03

Character system

A growing little universe

Twelve characters, one visual family.

Every planet was illustrated as a friendly character with its own colors, surface details and personality. Size is part of the game language: each successful merge feels visibly more important.

Star character
01Star
02Moon
Pluto character
03Pluto
Mercury character
04Mercury
Mars character
05Mars
Venus character
06Venus
Earth character
07Earth
Uranus character
08Uranus
Neptune character
09Neptune
Saturn character
10Saturn
Jupiter character
11Jupiter
Sun character
12Sun
03B

Playable characters

Choose your pilot

Ship skins

Before each run, children can choose one of four original pilots. Each skin keeps the same circular planet holder, so personality changes without changing how the game is played.

01
Alien ship skin
AlienThe curious captain
02
Baby ship skin
BabyA tiny first flight
03
Car ship skin
CarRoad trip to orbit
04
Native ship skin
NativeThe fearless explorer
04

Character reactions

The characters feel the game

Expressive feedback

A tiny reaction makes physics feel personal.

Planets react when they are hit. A character flinches, looks a little sad, then relaxes again. These expressions turn collision feedback into something a child can read without instructions.

Earth looking curious
CuriousThe resting state
Earth looking ouch!
Ouch!Reacts on impact
Earth looking a little sad
A little sadSettles after a bump
05

Educational rewards

Knowledge as a reward

Learning layer

Unlock a planet. Hear its story.

Discovery is tied directly to progress. New planets become collectible perks, while selected discoveries include a simple spoken explanation. The audio system can grow across the full lineup.

  • Audio supports children who are still learning to read.
  • Facts arrive after success, when attention is naturally high.
  • Unlocked discoveries stay available in the collection.
New discoveryEarth character

Planet Earth

Home, blue and bold. Two Earths fuse into Uranus.

0:18
06

Healthy play

Play on the parent's terms

Parent controls

A child-friendly game includes the grown-ups.

Parents can set a daily play-time allowance and protect it with a four-digit PIN. When the allowance is used, the current round can finish naturally, but a new one cannot begin.

PIN protectedChildren cannot change the limit.
Daily allowanceSimple limits from the settings panel.
Visible statisticsGames, play time, score and best chain.
SettingsParent Control
Limit daily play timeKeep a healthy rhythm
Minutes per dayResets every morning
30 min
Parent PIN setControls are protected
Locked
07

Design principles

Low pressure by design

Easy to enter. Safe to put down.

The experience avoids the patterns that make many children's games hard to leave. There is no advertising, no purchase loop, no daily streak and no countdown pushing the player to hurry.

01

No timer pressure

Children can think, aim and learn at their own pace.

02

No purchases

Progress comes from understanding the game, not spending.

03

No social pressure

No chat, public leaderboard or account is needed to play.

04

Natural stopping point

Daily limits make the end of play clear and predictable.

08

Game systems

Simple surface, thoughtful depth

Small systems keep every run playful.

Choose Planet

Three merges from one drop lets the child time and choose the next planet.

Eliminate

Five merges activates a clear visual power that removes one planet type.

Shake & shield

A gentle board shake can rescue a stack, protected by a rainbow in early levels.

Level progression

Creating two Suns completes the level, unlocks the next challenge and keeps the run going.

09

From design to code

Built beyond the mockup

Playable prototype

Planet Merge game interface with planets stacked inside the playfieldAlien ship character

The design became a real, responsive game.

The prototype runs directly in the browser, with touch and mouse controls, persistent progress, responsive performance and a tuned physics system.

JavaScript modulesHTML CanvasMatter.js physicsLocal storageResponsive inputAudio system
Play Planet Merge
10

My contribution

One project, every layer

From the first character sketch to the final collision.

Concept

Audience, learning goal, game rules and progression.

Art direction

Twelve characters, expressions, ship skins and visual effects.

Product design

Child-facing interface, feedback states and parent settings.

Development

Physics, rendering, responsive controls, audio and saved progress.

Sun character

Made to feel like play.
Built to leave a little knowledge behind.

More work

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