Screenshots of the game

Showcase of Kind Regards,

Client description:

Garage2020 believes in a society in which children, youth, parents, and their environment are able to grow up in a promising way. They realize that this requires new forms of youth care. Forms that are better aligned with the experiential world and have more eye for technological possibilities. In this way, they hope to make traditional forms of youth assistance superfluous and allow the child to grow up strong.

Garage2020 is working to achieve this goal by designing solutions for concrete problems experienced by children, young people, parents, and their environment. The organization does this in collaboration with various experts, and with those for whom the innovation is intended so that their perspective is central. They don’t tackle what lies on the surface but go on to ask questions until the real issue is revealed. With these innovations, they want to prevent, shorten or replace existing forms of youth care.

On their mission to radically innovate youth care, we are not alone. They are doing it together with a broad network of people who dare to think and act differently in order to offer all children and young people a promising start. In this way, Garage2020 forms a movement to which we invite all innovators.

Problem

Children waiting for Youth Care, wait for an average of 10 months to get help. During this time, their problems can worsen very badly. We want these children to be “distracted” while waiting for the actual help.

Game Concept

In Kind Regards, the player can send out their problem based on predefined choices. Other players can then react to the request with a motivational message chosen from a list and an optional gift. If a player chooses to send a gift, they select a sticker from their unlocked stickers which they want to give the player. The player can also personalize the gift by changing the color of the gift and ribbon. The player’s companion, the owl, will deliver the gift to the requester upon sending. In return, the recipient can “thank” the sender, by sending a heart, to let them know they appreciate the gift they have received. All messages received, will end up in the recipient’s mailbox. The mailbox can be viewed anytime by the player to look back on received messages. When the player gets a sticker out of a gift that they have not received yet, this sticker will then be permanently unlocked for them to use in future gifts. 

Players can write down everything that comes to their minds in their personal diary. Only the player can see their personal diary. These diary entries can consist of the player’s overall feeling, represented by a smiley: sad, neutral, or happy. The player can also add a message they write themselves, and stickers they unlocked through gifts. The player can also add a diary entry by just tapping a smiley without writing about their day or clicking a smiley without writing the entry itself. 

Key features

  • A customizing system with different colors/stickers to choose from
  • Inventory of stickers can be found in the sticker book
  • Receiving a motivational message (and potentially a gift)
  • Sending out a motivational message (and potentially a gift)
  • A diary system to write about a day

Team:

  • Patrick van Halm
  • Isabel Pijnenburg
  • Dylan Pipping
  • Jasper Sijben
  • Sander Theeuwen
  • Brian Vlaar

How to play