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Brenden Bice

WordaLike

web app Word Game & Content management system

Responsive Gameplay, Semantic Graph Logic, & Custom CMS

Year

2024-2025

Tools

Design and product
Figma

Technology
JavaScript, React, Firebase, OpenAI API

Development and delivery
GitHub, Postman, Vercel, Heroku, Claude Code

Deliverables

Product & game-system architecture

Semantic content model

Interactive prototypes

Responsive interface system

Content-management workflows

User testing reports

Front-end implementation

Product Team

My Team

1 Product Designer / UX Systems Architect / Front-end Developer

1 Back-end Developer

My Role

Product Designer & Systems Architect

Front-end Developer

Product Manager

Research

15 user interviews

22 monitored alpha tests

1,187 screen recorded sessions

Summary

I conceived of and launched WordaLike, a responsive daily word game in which players navigate from one word to another through chains of synonyms. I also architected the system behind the experience: a database of ~22,000 interconnected words, pathfinding and progress logic, a custom administrative interface, and workflows for editing and scheduling daily content without interrupting the live product.

Gameplay Challenge

Many people who enjoy word games: 

a) are hesitant to play games that require spelling.

b) struggle to remember synonyms without being presented with options.

c) are hesitant to start because they can’t easily envision a route from the start word to the target word.

Game Concept Testing

In light of these challenges, I conducted some proof of concept tests to observe and better understand user pain points. Two methods were used- I gave one completely unaided spoken synonym path challenge, and one with subjects clicking through a digital thesaurus; each after receiving start/ target words from me.

Key Insight Users struggle to feel a sense of progress between a given start/target word pair in both scenarios.

Key Insight Users may sometimes hit a sticking point where frustration peaks and they need help to continue.

Key Insight Users are less frustrated when presented with the synonyms in the digital version, but conversely less deliberative in choosing synonyms.

This all pointed to the need for accessible gameplay, clear progress indicators, and assistance features to maintain engagement.

Daily GAME

Operating the Live Game

Publishing a new puzzle every day created a second design challenge: managing a large semantic graph, evaluating potential word pairs, scheduling future games, and correcting data without interrupting the live player experience.

Results

WordaLike launched publicly as both a player-facing daily game and a working content-operations system. Players can navigate, complete, and share each puzzle while I continue refining the semantic graph, evaluating future word pairs, recalculating paths, and managing the upcoming lineup behind the scenes.

I iterated the product through 15 user interviews, 22 monitored alpha tests, and 1,187 recorded sessions. Those findings directly shaped the progress model, assistance mechanics, sharing rules, game-balancing decisions, and the workflow that keeps the live experience stable as its content evolves.

The result is a playable word game and a repeatable system for publishing and operating a new challenge each day.