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2026 · Social gaming concept

Guess-em

It started as a joke. I saw a reason to keep playing.

Guess-em · The single-player and multiplayer entry I designed. · Click to enlarge

A small game with a bigger reason to return

A word-game screen a friend shared became Guess-em: a livelier way to guess, compete and keep playing. I designed the mobile identity, mode selection, guessing states and player results, with multiplayer and points at the centre of a broader rewards concept.

Inside this case study

A friend sent a joke. I saw a product opportunity.

The starting point was a simple word-game screen my friend shared jokingly. Two players, an incomplete word and a set of letters suggested a challenge. What interested me was the opportunity around that moment: could a lightweight guessing interaction become a more expressive, social product?

That observation became Guess-em. The original shared example is credited below. The Guess-em identity and mobile screens that follow show my design direction.

Inspiration: the original word-game reference my friend shared. · Click to enlarge

Guess it, then give the experience a personality

Guess-em simply means “guess it.” I wanted the product to have more life than a sequence of right and wrong answers. Duolingo’s playful energy was a reference for the feeling I wanted to explore: visible progress, personality and a reason to come back.

I carried a blue thought-cloud mark, an expressive wordmark, orange accents and rounded controls through the entry screens. The aim was to make the game feel welcoming before asking a player to solve anything.

Guess-em · Splash and thought-cloud identity. · Click to enlarge
Guess-em · Welcome screen and Play entry. · Click to enlarge

Make the first choice easy

The mode screen puts single-player and multiplayer in one place, with distinct colours and person icons. A player can choose the kind of session first; settings remains a separate action.

That keeps the starting decision about play. The wider idea also includes points, play-to-earn and a proposed betting mode, but those financial modes are outside the screens shown here.

Guess-em · Choosing between single-player and multiplayer. · Click to enlarge

Keep the puzzle and the next action connected

The guessing screen puts the incomplete word above a synonym clue and a bank of selectable letters. The active gap gives the player a clear place to focus, while shuffle and hint controls sit alongside the available choices.

I designed the wrong-answer state to explain the result in the same context: the selected letter turns red, with an icon and a “Wrong” message. Feedback appears alongside the puzzle instead of moving the player into a different screen.

Guess-em · Active letter gap, synonym clue and letter choices. · Click to enlarge
Guess-em · Wrong-answer feedback in context. · Click to enlarge

Make multiplayer readable at a glance

The two-player layout brings the active player, opponent and a 30-second timer into the same view. The blue player state establishes whose turn it is; the other player stays visible without competing with the puzzle.

The correct-answer screen uses a green selected letter, a celebration symbol and an “Excellent” message. Forfeit is available as an explicit action.

Guess-em · Timed multiplayer layout, active player and forfeit action. · Click to enlarge
Guess-em · Correct-answer feedback, selected letter and opponent context. · Click to enlarge

Give the round a life beyond the answer

The results celebrate progress, show a previous score and bring replay and home actions into reach. I also included sharing options so the end of a round can become a social moment.

Points are part of the product intent: a reason to build progress rather than play a disconnected round. The point economy and earning rules still need to be defined.

Guess-em · Progress and score summary. Values are illustrative interface content. · Click to enlarge

A result should close the loop

I designed distinct win and loss summaries, with the outcome, score and player information kept together. Colour, language and the result icon reinforce what happened, while the action placement stays familiar across both outcomes.

The result should be clear, with Replay easy to find. I would test both before refining the next version.

Guess-em · Win summary with sharing, Home and Replay. · Click to enlarge
Guess-em · Loss summary with the same next-step placement. · Click to enlarge

Verification before money-based play

The broader concept includes play-to-earn and a proposed betting mode. My product direction requires KYC before a player can initialise money-based activity, rather than presenting financial participation as the default way to enjoy the game.

Those modes, identity checks and financial flows are future scope. The supplied designs focus on the entry, guessing, multiplayer feedback and results experience.

What this work shows

This work connects an informal starting point with an original product identity and a set of mobile game flows. My contribution covers how players enter, choose a mode, understand a guess, see their opponent and close a round.

The next evidence should come from a functioning prototype and testing: whether people understand the next action, recognise whose turn it is and want another round.