Armaldia
A browser game with a living economy — property, businesses, jobs and craftable items, all running in one persistent world.
Armaldia is a persistent browser world: players own property, run businesses, take jobs and craft items. The design problem is density. The screen has to carry character state, a stack of resource meters, a navigable city and constant feedback — and still stay readable to someone who just arrived.
I solved it by separating the layers instead of packing them. The isometric city is the world and stays visually calm; everything the player needs to act on floats above it as a distinct band. That way the map can be explored without the interface competing for attention, and the interface can be read without hunting for it.
My part was mainly design — the isometric city, the UI system and how the layers sit together — plus some of the front-end implementation.
