Math Crossword Challenge Project Report
1. The Concept
Math Crossword Challenge is a lightweight, web-based puzzle game where kids solve simple math equations by placing number tiles into blank crossword-style spaces. The idea is built around one clear feeling: "I am smart. I solved it." I chose this project because it is simple enough for a one-day sprint but still requires real game logic, level progression, random puzzle generation, UI feedback, sound, and mobile-friendly visual design. The target user is a child around 11-13 years old who wants a fast, colorful brain challenge that can be finished in about 30-60 seconds.
2. The Stack
The Stack: HTML5 Canvas, Vanilla CSS, and JavaScript. The AI Assist: ChatGPT was used for early planning, target-user thinking, and product direction. OpenAI Codex was then used for the coding phase, turning the plan into a playable browser game and iterating heavily on design, UI/UX, game rules, level progression, and visual feedback.
3. The 1 Day Sprint:
Morning (Hours 1-3): We started by defining the app idea and target user. The original concept was a math crossword game for kids who want quick success and the feeling of being smart. We discussed whether 11-13 year olds are the right users, whether younger kids would have phone access, and why the game should feel simple, fast, and shareable. We also used a checklist to clarify the reference app, target user, DM test, reason to open, reason to continue, core value, changes from the reference, and what feedback testers should give. Afternoon (Hours 4-6): The coding phase focused on building the actual game. The first version required users to type numbers, but that felt too difficult and not fun enough. We changed the interaction so players choose number tiles and tap blank spaces. The design was also improved many times based on screenshots: bigger buttons, clearer blank cells, a 60-second timer, randomized answers, multiple levels, easier early levels, and clearer tutorial/help screens. The Finish Line (Hour 7-8): The final sprint focused on polish. We added a cleaner home screen, a levels screen, locked levels, randomized puzzle layouts, confetti animation, win/lose sounds, cleaner image-based buttons, and a more exciting result screen. We also removed distracting white highlight strips from buttons and made the game feel more like a mobile puzzle game instead of a plain web app.
4. The Roadblocks
Roadblocks: The biggest roadblock was UI clarity. At first, the game looked too plain, the controls were too small, and the player could not immediately understand what to do. The math puzzle also felt confusing when the player had to input numbers manually. Changing the interaction to selectable number tiles made the game much easier to understand. Another roadblock was level variety. Higher levels originally reused the same puzzle shape and only changed the numbers, which made the game feel repetitive. We fixed this by adding different high-level puzzle templates, more blanks, more crossing equations, and harder layouts for levels 21-30. The final roadblock was visual polish. Many UI elements had white highlight strips that made the design look messy. We had to regenerate several image assets and remove canvas-drawn highlights so the interface looked cleaner.
5. Key Takeaways
What worked best? The rapid iteration loop. Looking at screenshots, identifying what felt confusing or ugly, and immediately improving the game made the project much stronger. The core gameplay became clearer after switching from typed input to tap-based number selection. What worked worst? The first UI direction. The early design did not feel like a polished mobile game, and some features were technically functional but not emotionally satisfying. The app needed repeated design passes before it started to feel fun and kid-friendly. My final thought: If I had one more day, I would add more handcrafted level templates, better sound effects, and small animations when placing correct numbers. I would also test the game with real kids to see whether the early levels are easy enough and whether the locked level system motivates them to continue.