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Sword & Spoon game preview
Senior Project

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

01

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#).

02

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

01

Abstract Textbook Boredom

Students find ledger charts and static exercises dry. The game addresses this by wrapping learning in dungeon action and cooking simulations.

02

Delayed Feedback

In classrooms, students wait for homework grading to find out if entries balance. The game's Journal Manager provides immediate, interactive feedback.

03

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 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

Screenshots & UI Showcase

Village Overview & HUD

Village Overview & HUD

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Tech Stack

Technologies and tools used to build Sword & Spoon

Engine & Language

UnityC#

Art & UI

Aseprite (Pixel Art)

Collaboration & Design

FigmaGit / GitHub

Sword & Spoon·Senior Project·2025

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