Front-End Case StudyBrowser Game RBROWNDESIGNSTUDIOS.COM

Deadbeat Parent

A satirical browser game inspired by the frustration, exhaustion, and absurdity of navigating single parenthood — transformed into an original interactive experience.

Begin the Game
Deadbeat Parent game logo
The original title art, kept exactly as drawn.

What the game is

Deadbeat Parent is a satirical three-way game built around the familiar logic of rock-paper-scissors. Players choose a parent, select a weapon, and compete against a blind opponent.

The winner is decided by a circle of rules: diapers beat papers, the syringe beats diapers, papers beat the syringe. Wins, losses and ties are tracked across rounds — and tallied into a running scoreboard between both parents.

Built entirely by hand. No AI was used to create the game's illustrations, sound, or logic. I designed the visual system, created the original artwork, synthesized the sound, and built the interactive experience myself.

Why I made it

This game began with a personal experience.

As a single parent, I experienced what it feels like to carry the day-to-day responsibility of raising a child largely on my own. That experience brought frustration, exhaustion, and a very real need to find ways to process difficult circumstances.

I chose to turn that experience into something unexpected: an interactive game.

Instead of presenting the subject as a traditional personal narrative, I used satire and absurdity to transform a difficult experience into a playful system of rules, characters, objects, sound, and interaction.

For me, Deadbeat Parent became more than a game. It became an exercise in turning lived experience into interactive storytelling — using design and technology to take something difficult and give it a completely different form.

Design intent

Rather than creating a conventional serious narrative about single parenthood, I intentionally used humor, exaggeration, and arcade-style mechanics to create emotional distance from a difficult subject. The result is a game that is intentionally absurd while still being rooted in a real experience.

The three weapons

Soggy Wet Diapers
Soggy Wet Diapersbeats Child Support Papers
Giant Sized Syringe
Giant Sized Syringebeats Soggy Wet Diapers
Child Support Papers
Child Support Papersbeats the Giant Syringe

What it was built with

How it was built

01

Game logic

Three weapons in a circle: diapers beat papers, the syringe beats diapers, papers beat the syringe. The comparison is a single lookup table instead of a stack of if-statements, so adding a fourth weapon would be a one-line change.

02

Round flow

You pick your player, then a weapon. That locks the buttons, shows a short 'the deadbeat is choosing' beat, then reveals both picks side by side and updates wins, losses and ties.

03

Shared scoreboard

Results are tallied twice: once for the individual player's run and once into a shared scoreboard for Team Mums and Team Dads, allowing players to see which side is winning overall.

04

From desktop to web

The original was a desktop build. I rewrote the screens and rules as reusable components, replaced the window layout with a responsive one, and kept the art and rules exactly as designed.

From personal experience to interactive system

The project started as a personal creative concept and became an opportunity to explore how experience can be translated into interaction.

I treated the game as a small design system: the weapons became metaphors, the rules became the interaction model, the scoreboard became the feedback loop, and the visual language established the tone.

The result combines illustration, UX, interaction design, sound, and front-end development in one self-directed project.

Ready to play?

Choose your player, pick your weapon, and see if you can beat the deadbeat parent.

Begin the Game