Timeline: 6+ monthsTeam: 4 people

Educational Puzzle Game

A Number Puzzle Designed to Sharpen Quick Thinking

A number puzzle that teaches maths without ever saying so.

Role
Lead UI/UX Designer
Focus
Retention Design, Multi-stakeholder Products
Level 10

Tap the multiples of 4 in ascending order

12246072

01The problem

Maths apps forgot the fun

Learning apps for maths keep about 12% of kids after a week. Puzzle games like Candy Crush keep 60 to 70%. The mechanics are the same. Kids drop the app that says “learning” and cannot put down the one that says “play”.

So how do you make a learning game as fun as a puzzle game? The goal we set: 70% of players back the day after they start.

Who did what. I was the lead designer on a team of four, and owned the design end to end, from the research to the screens.

Day 7 retention maths learning app versus casual puzzle game, out of 100%
Maths learning app12%
Casual puzzle game60–70%

Four weeks of asking

I like games that make me think, not just memorize. Like Chess, but for math.

A playerAge 12 · interview
  • 24Interviews, an hour each
  • 185Survey answers from kids, parents and teachers
  • 15Apps taken apart, learning and puzzle

We took apart Khan Academy Kids, Prodigy and Monument Valley. The gap between learning apps and games was plain to see.

Four kinds of player

  • Kids, 8 to 12

    Want rewards right away

    Bored by long explanations.

  • Maths lovers

    Want a real challenge

    Want to share a clever solve.

  • Teachers

    Need it to match the lesson

    Want to track progress.

  • Casual gamers

    Expect a polished game

    Want short sessions.

The four rules every feature had to pass

Kids responded best to small goals they could reach straight away; big, distant goals lost them. That gave us a filter. Every feature had to pass all four rules.

  • Rule 1Fun first, maths hiddenA puzzle with no lessons and no maths words, where the maths happens on its own.
  • Rule 2Answer every action at onceSomething to see, hear and feel within half a second.
  • Rule 3No tutorialThe game teaches itself. You are playing within 30 seconds of opening it.
  • Rule 4Easy to start, hard to masterGood for a 5-minute go, deep enough to keep going for months.

02What was decided, and what it cost

Meet Numzy

A fast number puzzle. Each level sets one goal, such as “multiples of 4 in ascending order”. You tap the right numbers before the minute runs out. Kids build a feel for numbers without noticing they are learning.

Try the mechanic

Level1
01:00
Score00
Objective

Tap the multiples of 4 in ascending order

Decision 01: Tap to a goal, picked from five prototypes because it asks the least of you and still has depth.

We prototyped 5 mechanics, among them tap to match, drag and drop and gesture combos. Tapping to a goal won. It asks the least of a new player and still rewards strategy.

The board never sits still. It reshuffles after every tap, right or wrong. You cannot remember where a number was, so you read the board again each time.

Accuracy beats speed. Every right tap is worth the same. A wrong tap costs 8 points, so only a run with no wrong taps earns three stars.

Perfect run

Level10
00:01
Score76

You Won !

76 points

  1. Every right number and no wrong taps is a perfect run: three stars, 76 points.

Three wrong taps

Level10
00:09
Score52

You Won !

52 points

  1. Each wrong tap costs 8 points. Three of them cost a star too: 76 became 52.

Time's up

Level10
00:00
Score38

Time's up !

38 points

  1. Time's up is always no stars. The points you made stay: two right taps, 38.

Decision 02: A square grid instead of the hex grid we loved.

18 students, ages 8 to 14, tested three versions.

Before, on the hex grid. 42% finished a level. Kids were confused about how tiles moved. “It feels random,” said a player, age 11. The board also grew with each difficulty, from 9 tiles to 12, 15 and 18, so the tiles shrank and the numbers got hard to read. Tiles of one colour were kept apart, and a row of one colour was hard to tap.

After, on the square grid. 90% finished. The pattern was familiar. “Oh, I get it!” said a first-time player.

Levels finished 18 students, three versions
Hex grid42%
Square grid90%

The first wireframesA grey three by three

Everything grey, with power-ups under the board. The tile colours did not stand out against the grey.

The first testA hex board

What changed: nine hex tiles in three columns, the timer in a hexagon. 42% of the students finished a level.

The second testA square board

What changed: square tiles in rows and columns, the timer in a pill. The board grew with difficulty, here four by four. 90% finished.

What shippedThe level screen

What changed: the level and score on panels beside the timer, which keeps the only heavy outline.

The board in four stages, drawn from the original wireframes and screens. The two tests are the playtests with 18 students.

Bigger was not harder. The square board grew with difficulty too, from 9 tiles to 16. Hard goals still finished fast, because the board ran out of tiles. A level had no steady length: a player could take 30 seconds on an easy level and 10 on a hard one. The numbers climbed to three digits, and sometimes four. Balancing the goal, the board and the numbers took several reworks of the engine and the difficulty curve.

9 tiles Two-digit numbers.

12 tiles Still two digits.

16 tiles Three digits, sometimes four.

The same board at three sizes. The hard board is the one from a hard level of the second test.

Decision 03: No tutorial, difficulty that climbs with the level, and the animation budget spent on feedback.

The old tutorial took up the whole of level 1, nudging players to click through everything before they could play. For a game this simple, that was too much. Now each level opens with its goal in one sentence, and that is the teaching. Difficulty climbs level by level. We cut screen transitions and spent the time on what a tap does to a tile.

Level10
01:00
Score00

Level 10

Objective

Click on multiples of 4 in Ascending Order in 60 sec

  1. The goal in one sentence, with the words that matter in bold. It is all the teaching a level needs.

  2. Start begins the clock. Nothing moves until you are ready.

During play only the timer and the board carry an ink outline. Everything else steps back.

Playing

Level10
00:55
Score00
  1. Only the timer and the board get an ink outline. Level and score sit on quiet panels.

Last 10 seconds

Level10
00:09
Score00
  1. The last 10 seconds turn the timer ink, with white digits. Colour only, no motion.

I took the colours through three rounds. The first screens were all grey, and the tile colours did not stand out against it. The first test used bold, bright tiles. The second test’s purple palette confused players, with white numbers on pastel tiles. In testing, patterns inside the tiles distracted players, and some found the colours too bright. What shipped is calmer: flat tiles and ink numbers.

The first test White numbers on bright tiles

  • Blue #1F9EF12.9Fails
  • Green #12D0822.0Fails
  • Yellow #FCBA021.7Fails
  • Red #F72F3B3.9AA

The second test White numbers on pastel tiles

  • Pink #F498CF2.1Fails
  • Cyan #8CE5FB1.4Fails
  • Green #A6F0711.4Fails
  • Lilac #C5A6FF2.0Fails

What shipped Ink numbers on calmer tiles

  • Pink #F4A4D110.2AAA
  • Cyan #79E1FA12.8AAA
  • Green #97ED5513.4AAA
  • Yellow #FEE15A14.8AAA

1AA 321

WCAG contrast of a tile number against its tile, on a scale of 1 to 21. Tile numbers are large text, so AA needs 3:1 and AAA 4.5:1. The test colours are sampled from the test screens.

Every colour has one job. The tile colours mean nothing, so no one has to learn them.

  • Start

    Action #6760FE

    Anything you tap: buttons, level tiles, arrows, switches.

  • 76 points

    Reward #FFB31F

    Stars and points, nothing else.

  • 34

    Wrong #FF6F82

    The flash on a wrong tap. Only on a tile.

  • 00:09

    Ink #0D0C20

    Text, outlines, the ring on a held tile, the last 10 seconds.

  • Tiles 4 colours

    Board tiles only. They are decoration and carry no meaning.

Decision 04: Numzy Kids: no timer, no leaderboard, for ages 5 to 8.

Numzy was built for students and anyone who likes numbers and puzzles. Numzy Kids is only for young children, ages 5 to 8. It has no timer and no leaderboard, so children build a feel for numbers without the pressure. Each level is a short set of questions, one sum at a time.

The question

Question 2 of 5

Pick the right answer

4 X 3 =___ ?

  1. Question 2 of 5, with dots to match. A level is a short set of five, with no clock.

  2. One sum at a time, answered on a 3 by 3 board.

Kids controls

Question 2 of 5

Pick the right answer

4 X 3 =___ ?

  1. Home and sound only. With no timer, there is nothing to pause.

Numzy controls

Level10
00:55
Score00
  1. Numzy's bar, for comparison: home, pause and sound.

The game, moment by moment

Level10
Score
346038243866785725725125183602794272460669427727846944678383451466634
+19+19
Right taps 12, then 24: each clears, the points go to the score, and the board reshuffles.
Level10
Score
605723872554660722751512446276627249419945194786038463866347834663478
−8+19
A wrong tap 34 is not a multiple of 4: coral, one shake, 8 points off. Then 24, the right one.
Level10
Score11
57246272466945160387834
Level10
00:00
Score38

Time's up !

38 points

The last ten seconds At 00:10 the timer turns ink. At 00:00 the level ends, with no stars.
Level10
00:01
Score76

You Won !

points

A perfect run Four right taps, none wrong: three stars and 76 points.
The rest of the game: home, levels, rankings, profile, settings and Numzy Kids
  • How fast is your Brain ?

    Home: Play, with profile, share, rankings and settings around it
  • Level Selection

    DifficultyEasy
    24/45
    Level select: stars earned per level, the next one open
  • Rankings

    Current rank#300
    1. #1Deva DevLevel 433
    2. #2Anne PottsLevel 428
    3. #3LailaLevel 423
    4. #4Arun GLevel 421
    5. #5GamerboyLevel 409
    6. #6MathswizLevel 398
    7. #7NumbotLevel 391
    8. #8Pi GuyLevel 387
    Rankings: your rank, then the top players
  • Profile

    Aman Aron

    amanplaysgames@gmail.com

    Highest score126
    Highest level36
    Rank#300

    Achievements

    • KIDDO
    • ROOKIE
    • STELLAR
    • BRAVO
    Profile: best score, best level, badges
  • Settings

    • How to play
    • Music
    • SFX
    • Support
    • Rate the Game
    Settings: music, sound and How to play
  • How to play

    1. Read the objectiveEach level tells you which numbers to tap, and in what order.
    2. Tap the right onesCorrect taps score points, then the board reshuffles.
    3. Avoid wrong tapsWrong taps cost points. Only a perfect run scores highest.
    4. Beat the clockClear every right number before time runs out.
    How to play, in four steps
  • Level10
    00:47
    Score19

    Paused

    Level 10 objective

    Click on multiples of 4 in Ascending Order in 60 sec

    Timer stopped at 00:47

    Paused: the goal again, and the time it stopped at
  • Numzy Kids: its own home and logo

03What happened

After launch

  • 1M+Downloads
  • 74%Came back on day 1. The target was 70%.
  • 38%Came back on day 7. Three times the average for learning apps.
  • 4.7★Average rating, from Play Store reviews and our player communities
Day 7 retention where Numzy landed, out of 100%
Maths learning app12%
Numzy38%
Casual puzzle game60–70%

My kid plays for hours without realizing he’s practicing math!

A parentBeta testing

What players told us, and how we prioritised

Most of the raw research is lost to time. These are the playtest notes and player reviews that survived, grouped by theme.

Affinity map

Playtest notes and player reviews, clustered into seven themes, each ending on what we did about it

What players loved

A simple, clean look

Clean gameplay, fun for puzzle lovers

Like Sudoku on a dad's old phone

Keptone goal, one board

The look

All grey at first: the colours didn't stand out

The first purple palette confused players

Patterns inside the tiles distracted

Colours too bright to be comfortable

Shippedcalmer colours, flat tiles, ink numbers

Asked for

A theme switcher

Dark mode

In the pipelinedark mode

The challenge

Hard goals, but the board emptied fast

Numbers grew to three digits, some four

Reworkedthe engine and the difficulty curve

The hex board

Tiles shrank as the board grew: 9, 12, 15, 18

A row of one colour was hard to tap

Changedto a square grid

Running out

Some players finished 100 levels in a day

Released50 more levels, fast

The leaderboard

Players raced for the top

…and got only their name for it

Carried into future productsrewards for everyone

We sorted what we heard by how much it hurt the game and how often it came up. The praise told us what not to break.

Prioritisation

The same feedback, sorted by how much it hurt the game and how often we heard it (from memory, not counts)

Fix nowHurts the game · heard more

Ran out of levels

Steep, uneven difficulty curve

Hard levels over faster than easy ones

Fix, even if quietHurts the game · heard less

Hex tiles shrank until numbers were hard to read

A row of one colour was hard to tap

Plan for laterNice to have · heard more

Dark mode

A theme switcher

Rewards beyond the leaderboard

Fix when it's cheapNice to have · heard less

Colours too bright

Patterns inside the tiles

ProtectWhat players loved: don't break it while fixing the rest

A simple, clean look

Clean gameplay

Like Sudoku on an old phone

What players said

I used to play Sudoku on my dad’s old phone. This game brought those memories back. It’s simple, easy to play and a good way to pass the time.

A playerReview

I really love the simple UI and the clean gameplay. I love puzzle games, and this one was fun to play.

A playerReview

I liked the overall feel of the game and its simple mechanics. Highly recommended if you like number puzzles.

A playerReview

Numzy was retired in February 2024.

04What I learned

Kids understood the familiar grid

The hex grid was the idea we were proudest of, and the one kids understood least. We spent that budget on animation instead. Numzy was the company’s first game, so most of this was new to all of us.

  • Carried forwardA leaderboard is not a rewardPlayers raced for the top, and all they got was their name there. The products I designed after Numzy give every player a reward with real value.
  • Next timePlan the runway100 levels felt like plenty. Some players finished them in a day. I’d plan how new levels arrive before launch, not after.
  • Next timeCount up, not downA 60-second countdown adds stress. I’d time each level instead and give stars for speed: under a set time earns three, slower earns two, and so on. It’s calmer for players, and easier for the engine to scale.

Got an Idea Worth Obsessing Over?

Have a Product in Mind?

Let's get started