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Sword & Spoon game preview
Senior Project

Sword & Spoon

A 2D top-down simulation game that teaches basic bookkeeping by combining double-entry accounting, accounts payable, and accounts receivable with restaurant management and dungeon combat.

My Contribution

What I designed and built in this project

01

Project Manager

Managed the product backlog in Notion, breaking work into Epics and User Stories so the team stayed aligned throughout development.

02

Game Developer

Developed the combat system, dungeon generation, and gameplay tutorial, and designed the game-map UI using Unity and C#.

Project Overview

Learning Basic Accounting Through a Simulation Game

Traditional accounting lessons based on textbooks or lectures can feel boring and difficult to understand. Sword & Spoon was developed with Unity and C# as a 2D top-down simulation game that turns basic accounting concepts—including double-entry bookkeeping, accounts payable, and accounts receivable—into core game systems. Players manage a restaurant, explore dungeons to gather ingredients and reduce costs, and record transactions in a General Journal that provides immediate feedback. This lets them learn accounting through hands-on practice in a simulated setting.

Problem & Goals

The problem this project addresses and the outcome it aims to achieve

Problem

Traditional textbook-based accounting lessons can feel monotonous, making students in the target age group (14–24) lose interest and struggle to connect Debit/Credit principles with everyday business activities.

Goals

Build a fun business simulation that connects in-game actions—such as buying ingredients on credit or lending money through quests—to double-entry bookkeeping, helping players think critically and remember accounting principles in a structured way.

Pain Points

Pain points in accounting education addressed by the game design

01

Boring textbooks and worksheets

Students find blank accounting tables boring. The game adds ingredient gathering and cooking systems to make learning more engaging.

02

Delayed Feedback

With regular homework, students have to wait for a teacher to review their work before they can spot mistakes. The game's General Journal checks whether entries balance and provides real-time guidance.

03

Difficulty visualizing business concepts

Accounts Payable can be difficult to understand without context. In the game, players buy supplies on credit and see the debt and its daily interest accumulate in the debt menu.

Work Plan

An approximate view of planned and actual work from January to May.

Delivery plan2026
Items
JANFEBMARAPRMAY
Story and event flowDone
Core systems and UIDone
Accounting and economyDone
Restaurant and cookingDone
Quests, events, and bossesPartial
Audio and other systemsNot done
Testing and bug fixingDone
Documentation and presentationDone
PlannedApprox. actualPartially delivered

Additional context: The accounting and restaurant systems took longer than expected, leaving no time to develop the audio and save systems. Of the quest, event, and boss systems, only the quest system was delivered because the instructor wanted more variety in the quests.

Core Systems & Gameplay Loop

Gameplay is divided into phases, each linking a game activity to accounting practice.

Explore and gather ingredients

01 · Morning

Explore and gather ingredients

Explore the world and collect ingredients to create different dishes.

Cook and sell

02 · Evening

Cook and sell

Prepare dishes with the cooking QTE, then serve customers while the restaurant is open from 17:00 to 22:00.

Review and record transactions

03 · Night

Review and record transactions

Review Debit/Credit entries in the General Journal and use feedback to reflect on the day's bookkeeping.

Example · Story #10 · Audit & Validation

At the end of the day, the player places transaction cards into Debit and Credit. Equal totals are only the first check: the game also needs to explain whether each account is on the correct side.

User Story

As a player learning double-entry bookkeeping, I want immediate feedback after confirming my Journal entries, so I can understand mistakes and apply the rule next time.

Acceptance Criteria from Notion

  1. 01

    Balance first

    Given Debit and Credit totals differ, Done stays unavailable and the player sees what must be balanced.

  2. 02

    Ready to review

    Given the totals match, Done becomes available. Matching totals do not by themselves mean the account choices are correct.

  3. 03

    Correct entry

    When Food Supplies is placed in Debit and Cash in Credit for a cash purchase, confirming the entry shows positive feedback.

  4. 04

    Wrong side

    If those accounts are swapped but totals still match, the feedback identifies the wrong sides and explains the Debit/Credit rule.

These are the acceptance criteria written in Notion. Read Story #10 in Notion

Journal error feedback
Journal corrected entry

Monster details

Dungeon monsters drop ingredients according to their tier, which players can take back to cook.

Blueberry Slime

Tier: Common / Rare / Epic
Zone
Zone 1
Scaling Drop
Sugar Dust (T1–T3)
Fixed Drop
Blueberry (Rare), Blue Syrup (Rare)

Chocolate Slime

Tier: Common / Rare / Epic
Zone
Zone 2 Cave
Scaling Drop
Sugar Dust (T1–T3)
Fixed Drop
Chocolate (Common), Cocoa Butter (Epic)

Chocolate Golem

Tier: Epic
Zone
Zone 2 Cave
Scaling Drop
—
Fixed Drop
Dark Cocoa (Epic), Cocoa Butter (Epic)

Example dishes and ingredients

Gathered ingredients become restaurant dishes, with prices scaled by dish quality.

RecipeIngredientsCommonRareEpic
Sugar GlazeSugar Dust + Sugar Dust5075100
Chocolate ChunkChocolate + Sugar Dust100150—
Choco TruffleChocolate + Cocoa Butter + Sugar Dust250375500
Blueberry JellyBlue Syrup + Sugar Dust + Milk Essence350525700
Chocolate MousseDark Cocoa + Milk Essence + Sugar Dust6509751,300
Blueberry TartTart Base + Blueberry + Blue Syrup8501,2751,700

Gameplay video

Watch a gameplay video of Sword & Spoon.

If the video does not play, open it in Google Drive

User Evaluation

Evaluation of 10 participants from the target audience (ages 14-24)

81.3%

Overall satisfaction score (81.33/100)

4.41

Usability rating out of 5

4.08

Accounting learning score out of 5

4.17

Player experience (UX) rating out of 5

Usability Testing Results

Satisfaction evaluation from 10 target-group participants across 3 dimensions (Scale 1–5, n=10)

Mean and Standard Deviation of Usability

Evaluation ItemMean (x̄)S.D.
The game has an easy-to-understand gameplay format4.400.70
Character controls and gameplay are convenient4.300.95
Players can clearly understand quest objectives4.200.63
Menus and UI are clear and understandable4.500.53
The in-game bookkeeping system is easy to use4.200.42
The game's progression is not overly complex4.600.70
Overall, the player feels satisfied with the gameplay4.700.48
Average4.41

Mean and Standard Deviation of Learning

Evaluation ItemMean (x̄)S.D.
The game helps understand double-entry bookkeeping principles3.800.92
The game helps understand the difference between Debit and Credit4.200.92
Players can link in-game activities to accounting journal entries4.200.79
The quest system promotes accounting learning4.200.63
The game increases interest in learning accounting4.000.94
Average4.08

Mean and Standard Deviation of User Experience

Evaluation ItemMean (x̄)S.D.
The game format makes learning engaging and not boring4.400.70
The balance between 'fun' and 'learning' is appropriate4.100.57
Players want to return and play the game again4.001.25
Average4.17

Mean and Standard Deviation of Overall Game Satisfaction

Evaluation ItemMean (x̄)
Overall Mean (15 items, Scale 1–5)4.25
Satisfaction Score (out of 100)81.33
Satisfaction LevelGood

Development Summary

A summary of the game's actual results, challenges, and limitations, and how they can inform future development.

01 · Outcome

An accounting-learning game prototype

The prototype combines restaurant management, dungeon exploration, and basic accounting through buying and selling scenarios, journal entries, and immediate feedback.

02 · Challenge

Tuning the cooking QTE

The team had to adjust the cooking minigame's difficulty repeatedly so players with different levels of experience could engage with it.

03 · Limitation

A short learning window

The game has one introductory chapter and was evaluated with 10 participants, so the results cannot yet show long-term learning outcomes.

04 · Next step

Review accounting during play

Add a Guide Book for reviewing Debit/Credit rules, more advanced accounting lessons, and tools for tracking learning.

Reflection

Lessons from planning, developing, and testing the game with players

“I learned to break work into Stories so the team could see the system as a whole, understand the scope, and share the same goals. I also practiced prioritizing work and adapting plans during development to respond to immediate problems and constraints. In addition, I learned to turn complex accounting concepts such as Debit/Credit, AP, and AR into game scenarios players can understand by doing. Testing and gathering player feedback also helped reveal problems the team might overlook, so we could improve the UX and systems.”

Screenshots

Scenes from the restaurant, dungeon, and accounting journal

Village Overview & HUD

Village Overview & HUD

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Sword & Spoon·Senior Project·2026