Side by Side

A Journey of Co-Learning — a co-op adventure where a top student and a struggling student must share one phone and one health bar to overcome the bosses of every subject.

Side by Side Game Key Visual

Overview

Side by Side — a Journey of Co-Learning is a cooperative educational adventure game built in Unity. It tells the story of two students — one academically gifted, one struggling — who fall asleep in class and are transported into the "World of Homework."

In this world, they must share a single phone, manage a single shared health bar, and work side by side to overcome challenges set by the "bosses" of each subject. The game explores themes of empathy, collaboration, and the idea that grades are never the only measure of a person.

Background Story

Side by Side Story Visual

A top student and a struggling student both fall asleep in class — and find themselves transported into the "World of Homework." In this surreal realm, every subject has its own boss guarding the path forward.

To escape, the two must put aside their differences and cooperate. They share a single phone and a single health bar, forcing them to truly work side by side. Only by combining their strengths can they overcome the trials ahead.

🎒

The World of Homework

A dreamlike realm where classroom subjects become living challenges. Lightning cracks across the sky of math equations, and ancient scrolls guard the gates of language arts.

🤝

A Journey of Letting Go of Prejudice

The top student must learn to value different kinds of intelligence. The struggling student must discover their own strengths. Together, they learn that everyone can become a better version of themselves.

Gameplay

Side by Side Gameplay UI

Players can choose which core subject to challenge — Chinese, Math, or English. Each subject presents questions tailored to its own characteristics, and players master subject skills by completing a series of subject-based mini-games to finish the challenge.

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Chinese

Language and literature challenges that test reading comprehension, poetic intuition, and cultural knowledge. Navigate the world of classical texts and modern prose.

🔢

Math

Logical puzzles and numerical challenges that require quick thinking and pattern recognition. Battle through geometric labyrinths and algebraic equations.

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English

Vocabulary, grammar, and comprehension trials set in a world of floating letters and grammar constructs. Master the language to unlock the path forward.

Co-Learning Mechanic

The core innovation of Side by Side is its forced cooperation mechanic. Both players share a single mobile device and a single health bar — there's no way to survive alone.

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Shared Device

One phone, two players. The physical limitation becomes a design feature, encouraging real-world communication and coordination.

❤

Shared Health

A single health bar for both players. If one falls, both fall. Success requires mutual protection and strategic coordination.

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Complementary Skills

Each player's academic strengths become their in-game abilities. The "top student" excels at certain subjects while the "struggling student" brings unexpected creative solutions.

Characters

The two protagonists represent different student archetypes, but the game challenges players to see beyond labels:

✨

The Top Student

Academically gifted but perhaps isolated by expectations. In the World of Homework, they must learn to trust and rely on someone else's strengths.

🌱

The Struggling Student

Underestimated by grades but rich in creative thinking and resilience. Their unique perspective becomes essential to solving the game's challenges.

Development

Side by Side was created by "The Three Musketeers of Class 19, Grade 10, Class 101" — Zhou Moyi, Lü Nuo, and Li Chengzhe — using Unity. The project reflects the team's belief that games can be a powerful medium for social-emotional learning.

The hand-drawn, picture-book visual style evokes the intimacy of a storybook while the classroom setting grounds the fantasy in relatable reality. Every design choice serves the central message: when we walk side by side, everyone can become a better version of themselves.

Unity Hand-drawn Art 3-person Team Educational

Reflection

Side by Side was my first attempt at a commercial project, made with two high school classmates. It did not go well. We ran out of time, the gameplay stayed thin, and the final version did not reach the goal we set at the start. I am not going to pretend otherwise.

What went wrong was not only the game. We treated this like a bigger school project: design it, build it, polish it, done. But a commercial product has to answer questions that a school project never asks — who is this for, why would they choose it over something else, how will they ever find it, and what makes it worth paying for. We did not have answers to those questions, and we did not know we needed them until it was too late.

What I actually learned: development is only one part of a commercial product, and honestly not the largest part. Market, positioning, timing, and the way you talk about the game matter just as much. A well-built game with no audience is not a success; a rough game with a clear audience can be. I had spent years getting better at building, and this project showed me that building was never the whole job.

What I carry forward: before starting something commercial, ask the market questions first, not last. Who is it for, how will they hear about it, and why this instead of the ten other things they could do. I am glad this happened with a small project and two friends rather than a big one — the lesson was cheap, and I will not forget it.

THE SHIFT From building a product to making a commercial one. BEFORE · BUILD IT WELL, SHIP IT Design, build, polish — then it sells itself. Product First · No Market · No Positioning AFTER · DEVELOPMENT IS ONE PART Who is this for? How will they find it? Why this, not something else? Market · Positioning · Audience · Timing