
Sword & Spoon
A 2D top-down simulation game designed to teach students basic accounting concepts (double-entry bookkeeping, accounts payable, accounts receivable) through interactive restaurant management and dungeon exploration gameplay.
Created by: Chaithawat Saklang, Teekamon Chaiwongwutthikul
Date: 2026
My Contribution
What I worked on in this project
Project Manager
Managed the product backlog in Notion by structuring work into Epics and User Stories, keeping the team aligned throughout development. Also developed core mechanics in Unity (C#).
Gameplay Developer
Developed combat system , dungeon generation, tutorial and design ui game map using Unity and C#
Project Overview
Gamified Learning for Basic Accounting Concepts
Traditional methods of learning accounting, such as textbooks and passive lectures, often make the concepts feel abstract, dry, and difficult to comprehend. To address this, Sword & Spoon was developed as a 2D top-down game built with Unity and C#. It integrates fundamental accounting concepts—such as double-entry bookkeeping, accounts payable, and accounts receivable—directly into gameplay mechanics. By managing a restaurant, gathering ingredients in dungeons, and recording business transactions in an interactive General Journal, players learn real-world bookkeeping in an engaging, self-paced simulation.
Problem & Goals
Core challenges in accounting education that the game was designed to solve
Problem
Traditional textbook-based accounting lessons are tedious and fail to engage younger students (ages 14-24). Students struggle to connect abstract accounting double-entries (debits/credits) with concrete real-world business activities, leading to low retention and a lack of analytical application.
Goals
Build a fun, interactive game where players run a simulated food business. By connecting business events (like buying on credit or collecting debts) directly to instant ledger-entry feedback, the game makes double-entry bookkeeping intuitive and promotes active critical thinking.
Core Educational Pain Points
Pain points in accounting education addressed by the game design
Abstract Textbook Boredom
Students find ledger charts and static exercises dry. The game addresses this by wrapping learning in dungeon action and cooking simulations.
Delayed Feedback
In classrooms, students wait for homework grading to find out if entries balance. The game's Journal Manager provides immediate, interactive feedback.
Disconnected Concepts
It is hard to visualize 'Accounts Payable' without context. In-game, players buy baking sugar on credit and see the debt accrue interest in real time.
Key Systems & Gameplay Loop
Six core mechanics blending adventure gaming with financial education
Core Day/Night Loop
Players collect ingredients in dungeons by day, open the restaurant and cook via QTE by evening, and record transactions in the General Journal by night.
General Journal Manager
A verification interface where players drag and drop Debits/Credits. Incorrect entries yield hints; correct entries are required to close the day.
Accounts Payable (AP Quest)
Players buy supplies on credit from Vendor NPCs with 5% daily interest. Debts must be paid on time to prevent shop foreclosure.
Accounts Receivable (AR Quest)
Lend money to NPCs for quests, and monitor repayment terms. Payment arrives in the player's Mailbox when due.
Utility Bills & Operational Costs
Weekly electricity and water bills arrive, forcing players to manage working capital and liquidity.
Credit Tier System
Unlock higher tiers of ingredients (Common, Rare, Epic, Legendary, Mythical) based on accumulated business sales.
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
Learning effectiveness rating 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 Item | Mean (x̄) | S.D. |
|---|---|---|
| The game has an easy-to-understand gameplay format | 4.40 | 0.70 |
| Character controls and gameplay are convenient | 4.30 | 0.95 |
| Players can clearly understand quest objectives | 4.20 | 0.63 |
| Menus and UI are clear and understandable | 4.50 | 0.53 |
| The in-game bookkeeping system is easy to use | 4.20 | 0.42 |
| The game's progression is not overly complex | 4.60 | 0.70 |
| Overall, the player feels satisfied with the gameplay | 4.70 | 0.48 |
| Average | 4.41 |
Mean and Standard Deviation of Learning
| Evaluation Item | Mean (x̄) | S.D. |
|---|---|---|
| The game helps understand double-entry bookkeeping principles | 3.80 | 0.92 |
| The game helps understand the difference between Debit and Credit | 4.20 | 0.92 |
| Players can link in-game activities to accounting journal entries | 4.20 | 0.79 |
| The quest system promotes accounting learning | 4.20 | 0.63 |
| The game increases interest in learning accounting | 4.00 | 0.94 |
| Average | 4.08 |
Mean and Standard Deviation of User Experience
| Evaluation Item | Mean (x̄) | S.D. |
|---|---|---|
| The game format makes learning engaging and not boring | 4.40 | 0.70 |
| The balance between 'fun' and 'learning' is appropriate | 4.10 | 0.57 |
| Players want to return and play the game again | 4.00 | 1.25 |
| Average | 4.17 |
Mean and Standard Deviation of Overall Game Satisfaction
| Evaluation Item | Mean (x̄) |
|---|---|
| Overall Mean (15 items, Scale 1–5) | 4.25 |
| Satisfaction Score (out of 100) | 81.33 |
| Satisfaction Level | Good |
Screenshots & UI Showcase

Village Overview & HUD
Tech Stack
Technologies and tools used to build Sword & Spoon