About Us

We are primarily targeting the young voters. The characters from the story are university students living their day-to-day campus life. It is in this world the user interaction through dialogue takes place. The friend group in itself is diverse. Tithi hails from a rural background, Ribeng is of indigenous background, Antu is disabled and relies on a wheelchair, Fuad is a city boy who is always pessimistic and cynical, and the character Zubayer has traditional beliefs. Through interaction between these characters, the user will experience gender, social, and ethnic inclusivity. Disabled and marginalized groups are represented in this story through character. Every character interaction based on the story will emphasize inclusivity, gender inclusion, disability access, and engagement of marginalized youth groups. The webcomic will have two language options, English and Bengali. We will document how many people chose which language. We developers will have access to the number of users interacted with and the number of times each dialogue has been selected. After analyzing this idea, we will have a clear idea of what the users are looking for. The user will have to state their age to start the game. We will also have data on the age demographic. We can implement our analysis in our future episodes.

What impact do you expect your project to have on young people engaging in civic and political life in Bangladesh? (max 400 words)

We will make this project inclusive by designing it around the real diversity of Bangladeshi youth, both socially and technologically. We expect this project to significantly improve how young people in Bangladesh engage with civic and political life by transforming voter education from a passive, intimidating process into an interactive and relatable experience. By using humor, storytelling, and choice-based gameplay, we aim to increase interest, confidence, and retention of civic knowledge, especially among first-time and disengaged voters. Through the interactive comic, young people will not only learn how voting works, but also why their participation matters. Making decisions within the story helps them understand the real-life consequences of civic choices in a safe, engaging environment. This approach encourages critical thinking rather than blind compliance. We also expect the project to reduce political apathy by removing common barriers such as boredom, lack of access, and fear of “getting it wrong.” Because the content is non-partisan and mobile-friendly, it creates a neutral and inclusive space where youth from diverse backgrounds can engage without pressure or polarization. In the long term, we aim to contribute to the development of informed, confident, and responsible citizens who are more likely to vote, discuss civic issues thoughtfully, and participate constructively in democratic processes beyond elections. The language, humor, and storytelling style are intentionally youth-friendly and culturally relevant, making the content approachable for first-time voters and those who may feel intimidated by formal political education. The non-partisan tone ensures that youth with different beliefs feel safe engaging with the content. By combining representation, accessibility, and interactive learning, we aim to create an inclusive space where diverse youth can engage, learn, and participate confidently in civic life.