Stickmen Academy
A coaching RPG for ages 6–14 — you train fighters, send them to tournaments, and watch them grow. The pedagogy is real: every move, every class, every strategic trade-off teaches a real-world principle. Built with a 9-year-old co-designer.
Most kids' games either coddle or frustrate — neither builds real confidence.
Praise that's handed out for free teaches nothing. A game that's just hard teaches that the player isn't good enough. The brief, worked out with a real 9-year-old player: build the ambition and the confidence through real accomplishment — challenge that's beatable, and a win that was actually earned.
And it had to be a real strategy game underneath the fiction, not a skin on a slot machine — six fighter classes with genuine rock-paper-scissors trade-offs, not just bigger numbers.
A coaching loop where the strategy is the lesson.
You're the coach, not the fighter — every decision you make shapes who your fighter becomes. Six classes (Resistance, Copy, Strong, Abilities, Luck, and more) each with real strengths and weaknesses, an in-game Encyclopedia that explains the "why" behind every mechanic, and a tournament ladder that makes winning mean something.
Coaching career
Train a fighter from a young age — every decision along the way shapes their build.
World Cup ladder
A tournament structure that makes progression legible — and a win worth earning.
Real class trade-offs
Six fighter classes, each strong against some and weak against others — genuine strategy, not a re-skin.
Encyclopedia
An in-game reference that turns every mechanic into a teachable "why."
Four shipped phases and a working Combat 2.0 — a genuine strategy game for kids, co-designed with one, built on the idea that ambition and confidence come from real accomplishment, not coddling.
