WeQuest homepage: three directions

Same words, same sections, three different design systems. Open each mockup full-screen (try your phone too — all are responsive with 44px+ touch targets), then pick the world WeQuest should live in. The winning direction will be extended to the game screens and share cards.

Option A

Expedition

Idea: every game is a leg of one journey — a dashed trail runs from the hero map through the stepping-stone memory game, the signposted math climb, and the cargo route to its X marker. Warm paper, ink outlines, stamp-like labels; progress feels like ground covered, not points farmed.

PaletteWarm paper + ink brown, one terracotta accent, olive support
TypographyGeorgia serif headlines, humanist system sans body, italic trail numerals
Shape language14px radius, 2px solid outlines, dashed connectors, soft warm offset shadows

Best for: feeling human, calm, and trustworthy; stands apart from every neon “brain app”; ages gracefully and suits the adult audience.

Risk: quietest of the three in a fast X feed; the quest metaphor must stay disciplined or it can drift twee.

Open Option A ↗
Option B

Brain Gym

Idea: a fitness tracker for the mind. The hero is not an illustration but your training panel: a huge Quest Index, a day streak, and skill bars for Memory, Math, and Logic. Every game card reads like an instrument — grids, readouts, routes plotted in one electric volt line.

PaletteDeep ink black, one electric volt accent, white and gray type
TypographySystem stack at 900 weight, uppercase, tight tracking, tabular numerals, oversized scores
Shape language6px radius max, 1px hairline borders, zero soft shadows — lines and bars do the separating

Best for: making progress measurable and habit-forming; the planned Quest Index becomes the brand itself; looks premium and serious on dark-mode X.

Risk: can feel cold or intimidating to casual players; dark-only world gives up the friendly, playful first impression.

Open Option B ↗
Option C

Arcade Pop

Idea: the whole site is a sticker sheet from an arcade cabinet. Chunky ink outlines, hard offset shadows, rotated stickers and a “+1% TODAY” starburst; the hero art is literally the three games as peelable stickers — the same assets that later become share cards in the X feed.

PaletteSaturated yellow ground, hot red + arcade blue, ink-black outlines, white cards
TypographySystem stack at 900 weight, uppercase headlines, words boxed and slightly rotated like stickers
Shape language18–20px radius, 3px solid ink borders everywhere, hard 7px offset shadows, playful rotations

Best for: stopping the scroll — maximum contrast and recognizability in the X feed; screenshots and share cards look native and fun.

Risk: loudest voice of the three; can read younger than the adult audience and may fatigue if every future screen shouts at full volume.

Open Option C ↗

All mockups are static, self-contained, and use the live site's real English copy word for word, so the comparison is purely about design.