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Crow & Co, turning India’s forgotten folktales into riddles worth sharing

Design Days · Relationship Design Challenge ’26 · Team Eenampechi · NID Bengaluru

A black crow with a white ring around its eye, standing on thin legs

Intro

Of 25 students we spoke to, 17 knew the Greek myth of Sisyphus. Only one could tell the story of Naranathu Bhranthan, Kerala’s own man with a stone and a hill.

Crow & Co is a lateral-thinking riddle game built from India’s regional folktales. Players solve a story together, an AI crow guides them with hints, and the group’s best guesses become a short shareable film. We designed it for the Design Days Relationship Design Challenge ’26 to give fading stories a reason to be retold.

Timeline
Sept – Oct 2026
Team
Anjali Vishnu
Akhil Cleatus
Context
Design Days · Relationship Design Challenge ’26
Tools
Figma

The Crow & Co splash screen on a phone: the crow above the name, on yellow, among green lily pads
  • Today screen: a streak, today’s riddle “The stone on the hill” and a Quick match button

    Today · Daily riddle

    Keep a streak and jump into the day’s folklore puzzle with Quick Match.

  • Play screen: a group chat of yes-or-no questions with the crow’s warm replies

    Play · Solve together

    Ask yes-or-no questions while the crow tells you if you’re getting warmer.

  • Reveal screen: the group’s story film of a man lifting a boulder on a hill

    Reveal · Your story film

    See the real story and star in a film made from the group’s best guesses.

The gap we found

17 of 25 students knew Sisyphus. 0 of 16 non-Malayali students had heard of Naranathu Bhranthan, and all 25 knew at most one folktale from their own state, mostly vaguely.

Context

Two men. Two stones. The same story.

Sisyphus is familiar across the world. Naranathu Bhranthan, who rolls a stone up a hill and laughs as it falls, remains a local folktale.

  • Sisyphus in a white tunic pushing a huge stone up a sunlit rocky hill

    Sisyphus

    Greek mythology

  • Naranathu Bhranthan, laughing, pushing a huge stone up the same kind of hill

    Naranathu Bhranthan

    Kerala folklore

How it started

“One day in class, our professor spoke about Sisyphus, condemned to push a boulder uphill forever. We looked at each other and thought, isn’t this just Naranathu Bhranthan? A character from Kerala folklore who, too, spent his days rolling rocks uphill only to watch them tumble back down.”

Research

We asked 25 students about the folk tales they grew up with

“Have you heard of Sisyphus? What about Kerala’s Sisyphus, Naranathu Bhranthan? What about other folk stories from your state?”

  • 17/25

    knew the Greek myth of Sisyphus (68%)

  • 0/16

    non-Malayali students had heard of Naranathu Bhranthan

  • 1/25

    knew his full story; 2 remembered it vaguely

  • 25/25

    knew at most one folktale from their own state, mostly vaguely

  • Problem

    India’s regional folk tales are slipping out of daily life. Of 25 students, 17 knew Sisyphus; only 1 could tell Kerala’s Naranath, a story with the same stone and hill.

  • Context

    Stories once passed from grandparents in the evening. Now young people’s time lives on phones, where attention on one screen averages 47 seconds.

  • Opportunity

    A lateral-thinking riddle game, solo or in groups, built from real tales recorded by community Story Keepers. An AI crow answers guesses; winners get a shareable film.

Insight

Why do some stories become timeless, while others slowly fade away?

Stories become timeless when they are repeated, retold, and given a reason to matter to the next generation. They survive not because they are old, but because people keep finding ways to make them relevant.

Drawing of two bearded men in blue shorts: “It is ok da… they’re solving it…” “Ok…”
How might we

…make our forgotten folktales discoverable again, not by preserving them in books, but by turning them into something people want to solve, share, and retell?

Approach

How we approached it

The problem isn’t that people don’t care about folklore. It’s that folklore hasn’t evolved with the way people engage today.

  • Collecting stories

    Exploring folklore and myths from different cultures

  • Lateral-thinking puzzles

    Turning familiar stories into unexpected puzzle clues

  • Group interaction

    Solving together through discussion, debate and discovery

  • Shareable content

    Making folklore engaging enough to pass from one person to another

Mechanic

Lateral thinking + riddle = engaging

Why? Because a riddle is the opposite of a scroll.

  1. It holds attention

    You can’t swipe past a riddle. A round asks you to stay with one question for ten minutes.

  2. The “aha” is a real reward

Why a crow

India’s oldest messenger

Across India the crow carries messages: fed during Shraddha as a link to the ancestors, its “kaa kaa” on the parapet said to announce guests, and remembered as the clever bird that dropped pebbles into the pot.

The crow, eyes closed in a smile, one wing raised like a hand

Sad that you even asked that question but ok..

Our crow does the same job. It carries stories between generations, and it is clever enough to give you only hints.

The app

One riddle, five people, and a crow that only gives hints

Onboarding teaches a round with a live example. After that, every day brings one folktale riddle, a language-matched group to solve it with, and a short film of the group’s best guesses when it’s cracked.

Learn the game in one example.Then choose whose stories you want.

A three-step explainer plays a real round: a guess, the Guide’s reply, and a meter that moves from cold to hot. Players then pick a state and how riddles should read, in their language, English, or both side by side.

How a round works: read the riddle, ask questions, solve it together, with a cold-to-hot meter
How a round worksA live example: cold, warm, hot
Whose stories do you want? A list of states and their languages
Whose storiesPick a state and its language

One riddle a day.Five people to solve it with.

Today shows the streak and the day’s riddle. Quick match finds four other players who speak the same language, with a live count, a countdown and one Ready button.

Today screen with a three-day streak, today’s riddle and a Quick match button
TodayStreak, today’s riddle, Quick match
Room found: five doodle avatars waiting, with a Ready button
Room foundLanguage-matched group in under 30 s

Ask, guess, get warmer.The crow only gives hints.

Players take turns asking yes-or-no questions. Every guess is drawn as a doodle, the Guide answers cold, warm or hot, and turning points unlock as the group closes in.

Chat during a round: a riddle card, turning points, a guess and the Guide’s reply
Guided playEach guess drawn, each reply rated
Solved together: four turning points found and the answer revealed
Solved togetherFour turning points, one answer

Crack it, read the real story.Then star in the film.

The solve reveals the folktale behind the riddle and keeps the streak going. The group’s most-upvoted guesses become a 45-second film with the players drawn into the scene.

The real story: Naranathu Bhranthan told in full, with an illustration
The real storyNaranath Bhranthan, in full
The film: a still of a man pushing a boulder uphill, with a progress bar
Your filmMade from the group’s favourite guesses

Your doodle in chat.Your face in the film.

Players design a doodle avatar that appears in chat and the lobby, and can add a selfie so the film-maker draws them into the story. Faces are only used to draw, and can be deleted any time.

How you appear: a yellow doodle face with colour, eyes and mouth options
How you appearColour, eyes, mouth, or draw your own
Star in your films: opt in with a selfie
Star in your filmsOpt in with a selfie

Always a room to join.Always a story to explore.

Explore groups riddles by genre and level, with rooms that are about to start and films unlocked from past solves. Rooms are sorted by how soon the round begins.

Explore: riddles by genre and level, and unlocked films
ExploreRiddles by genre, level and films
Choose a room: rooms sorted by how soon they start, filterable by language
Choose a roomSorted by how soon it starts

Impact

Three relationships, strengthened

Crow & Co is built around play that happens between people, not just on a screen.

  • Friend ↔ Friend

    Shared play: a round to solve and a film to send.

  • Child ↔ Elder

    A story collection you can pass on to the next generation.

  • Person ↔ Culture

    Identity and belonging, through stories from home.

Precedents

Heritage games exist. None turn local tales into thinking play.

What each precedent proves, where it stops, and what we borrowed from it.

PrecedentWhat it provesWhere it stopsWhat we borrow
Never Alone (2014)Made with 40 Alaska Native elders and storytellers; won a BAFTAOne story, a console gameElders as credited co-authors
Raji (2020)Pune-made; first Indian game nominated at The Game AwardsPan-Indian epics; action, not thinkingRegional art styles as the look
Wordle (2021)A daily puzzle can reach millions through a share cardNo story or culture insideThe daily ritual and the share

Evaluation

How Crow & Co measures up

  • Impact

    Keeps regional stories in daily use and circulating online

  • Innovation

    Folklore as lateral riddles, judged by an AI that reads open guesses

  • Accessible

    Voice-first, multilingual, works on basic phones

  • Utility

    A ready activity for parties, classrooms, family calls, or alone

  • Reality of production

    Built on existing speech, language and video models

  • Emotional quotient

    The “aha” of cracking it, a win to share, a story from home

Our vision

Imagine an India where every district has its stories preserved, every family can contribute folklore, and every child discovers culture through curiosity.

Reflection

A story only survives if someone wants to tell it again

We started by asking how to preserve folklore and ended up asking why anyone would retell it. That shift moved the design away from an archive and towards play: a riddle that holds attention, a guide that only hints, and a film the group wants to share. The entry wasn’t shortlisted at Design Days, and looking back, the weakest link is where the stories come from. Next, we want to work with Story Keepers to source tales responsibly, and playtest a round with students and their grandparents to see if the game actually starts conversations between generations.

References

  • Primary: conversations with 25 students, NID Bengaluru, Sept–Oct 2026
  • Boloji, “Naranath Bhranthan: Sisyphus minus his curse”; Onmanorama (2018)
  • Albert Camus, The Myth of Sisyphus (1942)
  • People’s Linguistic Survey of India (2010–2013)
  • UNESCO, Atlas of the World’s Languages in Danger (2010)
  • ASER Centre, ASER 2024
  • ORF, “Students, Screens and Human Capital Formation in India” (2025)
  • Gloria Mark, Attention Span (2023)
  • Oxford University Press, Word of the Year 2024
  • Edward de Bono, The Use of Lateral Thinking (1967)
  • Oh et al., NeuroImage (2020): insight reward signal
  • Danek et al., Psychological Research (2013): insight and memory
  • Brooker, Corbett et al., Int. J. Geriatric Psychiatry (2019): PROTECT
  • OECD, PISA 2022 Results Vol. III (2024)
  • World Economic Forum, Future of Jobs Report (2025)
  • Never Alone (2014); Raji: An Ancient Epic (2020); Wordle (2021)