Serpent & Sand
Game Design Bible / v0.1

Serpent & Sand

A runner-board game for kids and teens. Roll the dice, race across a hundred squares of crumbling ruins, and cut down every snake that gets in your way. Snake & Ladders meets Prince of Persia, with RPG combat on every encounter.

Title Screen Concept art - desert ruins, act I
01 / Concept

Three games, one cartridge.

Snake & Ladders gives the structure - a hundred squares, dice, ladders up, snakes down. Prince of Persia gives the feel - running, leaping, a hero against the ruins. RPG combat gives the stakes - every snake is a fight, not a slide.

The Board

A 10x10 grid of numbered squares. Roll a die, move forward. Land on a ladder, climb. Land on a snake, you don't slide - you fight.

The Runner

Between squares, the camera swings sideways. Your hero auto-runs through a short platforming beat - jump pits, vault ledges, dodge blades. It's the connective tissue.

The Combat

Snakes are not penalties - they're opponents. Turn-based, Final Fantasy-style. Attack, defend, use skills, manage AP. Beat the snake, claim its square. Lose, and slide back down.

02 / Core Loop

Roll, run, fight, climb.

The whole game is one tight loop, repeated a hundred times. Every iteration takes 30-90 seconds. That's the pace that keeps a kid on the bus hooked, and a teen coming back after school.

01Roll the die
02Run the gap
03Resolve square
04Climb or fight
LOOP30-90s

Why the loop works

Snake & Ladders is beloved because anyone can play it - roll, move, hope. But it has a known flaw: you make no decisions. The dice decide everything. That's fine for a five-year-old and boring for a thirteen-year-old.

This game fixes that without losing the simplicity. The dice still move you, but every snake is a combat encounter you can win or lose on skill. The runner beats between squares add motion and timing. Ladders stay pure luck - the reward for landing on a good square.

So chance opens the door, skill walks through it. That's the whole pitch in one line.

Design principle: the loop must close in under 90 seconds. If a single snake fight drags past two minutes, the board game rhythm dies.

03 / Design Pillars

Three things the game must always be.

Every feature, every art choice, every line of code gets measured against these three. If it doesn't serve one of them, it doesn't ship.

Fun first

The player's brief was one word: fun. So fun is the first pillar, not the last paragraph of a design doc. If a mechanic isn't fun in a 30-second playtest, it gets cut or reworked.

  • Session length2-15 min
  • Input complexityOne thumb
  • Failure stateNever punishing
  • Reward frequencyEvery 30s

Always moving

Prince of Persia's signature is momentum - the hero never stops. Our board is turn-based, but the camera and the runner beats keep the screen alive between every roll. Stillness is the enemy.

  • Runner beats per gap3-5s
  • Combat pacingSnappy turns
  • Idle animationsAlways on
  • Camera energyNever static

Readable wonder

Kids need to understand the screen in one glance. Teens need it to look like something they'd screenshot. So the art is bold, flat, high-contrast - a desert poster, not a muddy realism attempt.

  • Silhouette clarityInstant
  • Color language3 primaries
  • UI densityMinimal
  • MarketabilityScreenshot-ready
04 / The Board

Play the board. Yes, right here.

A working prototype of the 100-square board. Roll the die, watch your hero advance, hit a ladder to climb, hit a snake to trigger combat. The full game wraps runner beats around each move - here you get the board logic and a taste of the fight.

Square 01 - The Sunken Gate

-
Position: 1 / 100. Tap roll to begin.
You
Ladder (climb)
Snake (fight)
Boss snake
Goal
Roll the die to move your hero across the board.
05 / Combat

Every snake is a fight.

Turn-based, Final Fantasy-flavored. You have AP - action points - that refill each turn. Spend them to attack, defend, or unleash a skill. Beat the snake's HP to zero and you hold the square. Hit zero yourself and you slide back. Try it below.

Combat encounter - Sand Viper

Live combat demo

A standalone fight against a Sand Viper. In the full game, this triggers when you land on a snake square.

Your turn
Zara the Runner100 / 100
Sand Viper60 / 60

Combat Log

A Sand Viper coils from the sand. Fight!
06 / Worlds

Four boards, one descent.

The game ships with four worlds, each a complete 100-square board with its own palette, snake types, and boss. Together they tell a simple story: a hero climbing down into the ruins to face the Serpent King.

ACT I

Sunken Gate

Desert ruins at golden hour. Tutorial board. Ladders are wooden, snakes are small vipers. Boss: the Dust Serpent.

Difficulty: 1/5
ACT II

Temple of Fangs

Underground palace, torchlit. Ladders are gilded, snakes are cobras with spit attacks. Boss: the Jade Cobra.

Difficulty: 3/5
ACT III

Drowned Spire

Flooded tower, bioluminescent. Ladders are coral, snakes are sea serpents with constricting wraps. Boss: the Tide Coil.

Difficulty: 4/5
ACT IV

Throne of Coils

Volcanic heart of the ruins. Ladders are bone, snakes are magma wyrms. Final boss: the Serpent King himself.

Difficulty: 5/5
07 / Cast

The hero, the king, the rivals.

A small, readable cast. One hero the player controls, one villain they're chasing, and a handful of snake types that double as combat opponents and board hazards.

Zara

The Runner

A thief-turned-explorer who rolled the wrong die and woke the Serpent King. Quick tongue, quicker feet. The player's avatar across all four boards.

B+
Attack
A
Speed
C+
Defense

The Serpent King

Antagonist

Ancient ruler of the ruins, woken when Zara stole the golden die. He's the final square, the final boss, and the reason every snake on the board wants you gone.

S
Attack
A
Speed
S
Defense

The Keeper

Guide / Merchant

An old ruin-keeper who trades elixirs and hints between boards. Sells skills, upgrades, and the occasional loaded die - for a price.

08 / Bestiary

Snakes you'll fight on the board.

Each world introduces new snake types with different combat behaviors. The board tells you which snake is on a square by its color and icon. The fight tells you why that matters.

Sand Viper

Act I - Common
HP 60

Jade Cobra

Act II - Spitter
HP 90

Tide Coil

Act III - Constrictor
HP 120

Magma Wyrm

Act IV - Boss-class
HP 180
09 / Art Direction

A desert poster, not a realism attempt.

Flat colors, bold silhouettes, high contrast. The game reads at a glance on a phone screen in sunlight. Three primary colors do the structural work; ink lines hold the shapes; paper tones carry the warmth.

Palette

The whole game runs on six colors. No gradients, no texture maps, no muddy mid-tones. Every surface is a flat plane from this set.

Paper
Ink
Blue
Red
Yellow
Stone

Color roles

Blue is the hero, the player, the safe ground. Red is danger, snakes, bosses. Yellow is reward, ladders, gold, the goal.

Silhouette language

Every character and monster is designed to read as a single flat shape at 32x32 pixels. If the silhouette isn't recognizable at icon size, the design goes back to the sketchbook.

Hero / Snake / Ladder at icon scale

10 / Market

Who plays this, and why now.

A board game that plays like a video game, sized for a phone. The audience is kids 8-13 and teens 14-17 who grew up on Snake & Ladders and want something with more teeth. Parents buy it; kids play it; teens share it.

  • 01

    A known structure, a new twist

    Snake & Ladders is the second most-played board game on Earth after chess. Everyone already knows the rules. The combat layer is the only new thing to learn - and it's the fun part.

  • 02

    Built for the bus, not the living room

    Sessions run 2-15 minutes. One-thumb controls. No board to set up, no pieces to lose. It's the game a kid plays on the ride to school, not the game that needs the dining table cleared.

  • 03

    The art does the marketing

    Bold flat shapes and a three-color palette screenshot well. Teens share what looks good. The desert-poster look is built to travel on social feeds without a marketing budget.

  • 04

    Expandable by design

    Four boards ship at launch. The board-plus-snake-types system is modular - new acts are new palettes, new snake behaviors, new bosses. DLC is a design feature, not an afterthought.

Target spec

$4.99 / one-time
No ads, no loot boxes, no energy timers. Premium download.
  • PlatformiOS / Android
  • Audience8-17
  • Session2-15 min
  • Launch boards4
  • Combat depthLight RPG
  • MonetizationPremium + DLC
Play the demo
11 / Roadmap

From bible to shipped game.

Six phases. The board and combat demos on this page are phase 02 - playable proof that the core loop works before a single asset gets finalized.

Design bible

Done

Concept locked, pillars defined, loop diagrammed. This document.

Playable prototype

Now

Board logic and combat system working in-browser. You're looking at it. Next: wire the two together so landing on a snake launches the fight.

Vertical slice

Next

One full board - Act I, Sunken Gate - with final art, runner beats, sound, and the Dust Serpent boss fight. The thing we show to publishers.

Content production

Q2

Build out Acts II-IV. Four boards, sixteen snake types, four bosses, the Keeper's shop, and the skill tree.

Closed beta

Q3

200 kids and teens. Watch them play. Cut what they skip. Keep what they replay.

Launch

Q4

iOS and Android, premium, $4.99. Four boards, no ads, no timers. Then we listen.

12 / Sources

Standing on shoulders.

Three games, one board game, and a design principle. The DNA is visible - this isn't originality for its own sake, it's recombination with intent.