Case studyGaming9 min read

PuzzlePals: a maths game kids ask to play, built with teachers and designed with parents' trust in mind

An edtech gaming studio wanted a maths game for children aged six to ten that was genuinely fun, genuinely educational and safe. We built PuzzlePals: adaptive puzzle levels mapped to the school curriculum, a friendly character world, offline play, a parent dashboard with progress and screen-time controls, and no ads or open chat.

19
Features shipped
3
Apps & platforms
7
Team members
20
Weeks to rollout
PuzzlePals maths game on a tablet
PuzzlePals: maths that feels like play.
01

Fun or educational — why not both?

PuzzlePals' founders were parents and former teachers. They saw children glued to games that taught nothing, and educational apps that children abandoned after a day. They wanted a maths game children would choose to play, that followed what they learned in school, and that parents could trust completely.

“If a child has to be told to play it, we've failed.”

— PuzzlePals' co-founder
02

Playtesting with children

We ran playtests with children in schools and homes, with parents present and consent recorded. Children loved characters, collecting and visible progress; they hated long instructions and being told they were wrong. Teachers wanted puzzles mapped to curriculum topics. Parents wanted no ads, no chat with strangers and control over screen time.

Design rules from playtests
  • Show, don't tell — no text-heavy instructions
  • Mistakes become hints, never failures
  • Every session ends with visible progress
  • No ads, no open chat, parent-controlled time
Person planning at a whiteboard
Playtests shaped the game more than any spec.
03

Adaptive puzzles in a world worth exploring

Every puzzle maps to a curriculum skill. An adaptive model adjusts difficulty so each child stays in the zone where puzzles are challenging but achievable. Children progress across an island world, collecting friends for the owl character. The game works fully offline and syncs progress when connected.

Parents see which skills their child is mastering and where they are stuck, and set daily time limits the game respects gracefully.

04

The team

Game design, learning design and child safety each had an owner.

1
Engagement lead

Founder workshops and playtest programme.

1
Game designer

Puzzles, progression and character world.

1
Learning designer

Curriculum mapping and skill model.

2
Unity engineers

Game client and offline sync.

1
Full-stack engineer

Parent dashboard and authoring tool.

1
Data scientist

Adaptive difficulty model.

7 people in total, working as one team.

05

Decisions we made

Agreed with the founders and advising teachers.

01

Ads or subscription?

  • Free with ads
  • Subscription with a free trial, no ads

Our call: Subscription with a free trial, no ads. Ads have no place in a children's learning product. A subscription aligned the business with parents.

02

Fixed levels or adaptive difficulty?

  • Fixed level order
  • Adaptive difficulty per child

Our call: Adaptive difficulty per child. Children learn at different paces; adaptivity kept each child engaged.

03

Social features?

  • Open chat and multiplayer
  • No chat; safe, parent-approved sharing only

Our call: No chat; safe, parent-approved sharing only. Child safety comes first.

06

Every feature, module by module

Everything that shipped for children, parents and the content team.

Gameplay
Maths that feels like play.
  • 01Curriculum-mapped puzzles

    Every puzzle tied to a school skill.

  • 02Adaptive difficulty

    Challenge tuned to each child.

  • 03Island world progression

    Explore and collect character friends.

  • 04Hints, not failures

    Mistakes lead to gentle hints.

  • 05Audio instructions

    No reading required for young children.

  • 06Offline play

    Works without internet.

Parents
Visibility and control.
  • 07Skill progress

    Mastery by topic.

  • 08Help suggestions

    Where to support at home.

  • 09Screen-time limits

    Daily limits respected gracefully.

  • 10Multiple child profiles

    Siblings on one subscription.

Content
Growing the game.
  • 11Puzzle authoring tool

    Designers create puzzles without code.

  • 12Curriculum mapping

    Skills aligned to school boards.

  • 13Playtest analytics

    Where children get stuck or quit.

  • 14Localisation

    Audio in English and Hindi.

Safety and business
Trust by design.
  • 15No ads

    A clean experience for children.

  • 16No open chat

    No contact with strangers.

  • 17Parental gate

    Purchases and settings behind a parent check.

  • 18Subscriptions

    Trial and family plans.

  • 19Privacy by design

    Minimal data collected about children.

PuzzlePals parent dashboard
The parent dashboard: skills mastered, time played and where to help.
07

Launch

PuzzlePals launched after a closed beta with families from the playtests. Parents' most common feedback was that their children asked to play — exactly the founders' goal.

  1. Weeks 1–3
    Discovery

    Founder workshops and first playtests.

  2. Weeks 4–7
    Prototype

    Core puzzle loop tested with children.

  3. Weeks 8–16
    Build

    World, adaptivity, parent dashboard and authoring.

  4. Weeks 17–19
    Closed beta

    Families from the playtests.

  5. Week 20
    Launch

    Public release.

08

What we learned

Test with the real users. Children's reactions overruled our assumptions many times.

Trust is a feature for parents. No ads and no chat made the purchase decision easy.

Built with
  • Unity
  • Next.js
  • NestJS
  • PostgreSQL
  • Adaptive difficulty model
  • Offline progress sync
  • Subscription billing
  • AWS Mumbai
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