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Katha Labs / coastal Tamil Nadu / choose your own adventure

Polam!choose the tide

A choose your own adventure book and cooperative story game for Katha Labs, designed for 8 to 11 year old children in a coastal region of Tamil Nadu.

26

book spreads

24

cards

3

major routes

60-90

minute session

Project brief

A storybook that behaves like a map, a game, and a classroom table.

Polam! is a cooperative storytelling game where children from a small fishing village decide how to reach the moon and visit Nilla Kutti, a lonely moon spirit on her birthday. The group chooses routes, uses character tools, earns shared item cards, and sometimes rolls dice to see what the story gives back.

I designed the core game system, wrote the script, built the route maps, tested the play flow, rendered pages, and handled lettering. The final book teaches cooperation, teamwork, critical thinking, empathy, and decision making through a story that keeps changing based on what the children choose together.

The project was built by a five person team, with three illustrators including me. My contribution sat across the structure and the finish: the central idea, branching maps, script, game design, page rendering, lettering, and playtesting.

01

Game Design

Built the branching structure, route logic, challenge rhythm, card economy, dice moments, and replay shape of the choose your own adventure system.

02

Script and Maps

Wrote and organized the story flow so every spread could work as both narrative scene and playable decision point.

03

Rendering and Lettering

Worked as one of the illustrators, rendered pages, and lettered the final book so choices, narration, and outcomes stayed readable for children.

04

Testing

Tested the flow with the team to make sure children could understand choices, collaborate, and recover when a route did not go perfectly.

Game system

Three paths to the moon, but every path asks the group to listen first.

sky route

Balloon Amma

A lighter, wonder-first path where the group travels upward through wind, birds, and shared problem solving.

hill route

Stone Staircase

A grounded path hidden near the village, built around observation, memory, and careful group choices.

coastal route

Rocket Station

A science-forward path where tools, teamwork, and risk checks decide how smoothly the launch goes.

01

3 to 5 players

One Guide, many players

The Guide holds the story while the group plays children from Manalur, a coastal village where the sea has started acting strangely.

02

branching book

Choices change the route

Every major spread asks the children to decide together, then sends them into a different scene, problem, tool use, or ending.

03

tools and rewards

Cards make ideas visible

Character tools help children reason through obstacles, while shared item cards make progress feel concrete and memorable.

04

no elimination

Failure keeps the story open

Dice moments add suspense, but the game stays cooperative. If one plan fails, the group finds another way through the story.

Learning values

The lesson is hidden inside the argument over what to do next.

1

Cooperation without one child taking over

2

Critical thinking through playful route choices

3

Environmental attention rooted in a coastal context

4

Empathy for characters, places, and shared consequences

5

Confidence in speaking up, testing ideas, and revising plans

Book spreads

The book stays wide, because the choices are meant to sit beside the world.

01 / 26
Polam book spread 01
Book spread01

Cards

Character tools and moon objects turn decisions into things children can hold.

Character and tool cards

Roles, local skills, and problem solving props

15 cards
Polam Doctor card
Doctor
Polam Fisherman card
Fisherman
Polam Farmer card
Farmer
Polam Scientist card
Scientist
Polam Artist card
Artist
Polam First Aid Kit card
First Aid Kit
Polam Fishing Net card
Fishing Net
Polam Seed Pouch card
Seed Pouch
Polam Sketchbook card
Sketchbook
Polam Stethoscope card
Stethoscope
Polam Barometer card
Barometer
Polam Binoculars card
Binoculars
Polam Magnifying Glass card
Magnifying Glass
Polam Paintbrush Set card
Paintbrush Set
Polam Trowel and Rope card
Trowel and Rope

Shared story items

Rewards and clues carried by the group

9 cards
Polam Brass Compass card
Brass Compass
Polam Cloud Thread card
Cloud Thread
Polam Gate Hint card
Gate Hint
Polam Moonbeam Shard card
Moonbeam Shard
Polam Silver Letter card
Silver Letter
Polam Storm Bird Feather card
Storm Bird Feather
Polam Traveller's Map card
Traveller's Map
Polam Wind Whistle card
Wind Whistle
Polam Card Back card
Card Back

Physical kit

The final object had to feel friendly before anyone opened the rules.

The packaging, tote applications, cards, and book mockups make the system feel like a complete classroom kit. The page focuses on finished objects and the play structure they support.

Polam Book set mockup
Book set
Polam Open book mockup
Open book
Polam Game box mockup
Game box
Polam packaging Box brief panel
Box brief panel
Polam packaging Box front panel
Box front panel

Tote applications

Carrying the visual language into a take-home object.

10 mockups
Polam Bag mockup 1
Polam Bag mockup 2
Polam Bag mockup 3
Polam Bag mockup 4
Polam Bag mockup 5
Polam Bag mockup 6
Polam Bag mockup 7
Polam Bag mockup 8
Polam Bag mockup 9
Polam Bag mockup 10

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