Warm-Up & Introduction
First of all, thanks for joining me, Harriet. I discovered Minty Noodles in 2025 when Interstellar Adventures started making waves before its Kickstarter launch - which I backed early on, and I’ve been excited to shine a light on your work ever since.
For readers who haven’t come across you yet, could you give a quick introduction to who you are and what Minty Noodles is all about?
Thanks for having me Chris! I really appreciate the support and can’t wait for you to play Interstellar Adventures. I hope you like it.
I am Harriet, a Bristol (UK) based Board Game and puzzle designer. I have a background in Product and Graphic design, and I started Minty Noodles with my husband, Cole. Cole is an established video game designer with his own game development company, ColePowered Games. We have always loved playing board games and escape rooms, and so we set out to make even more games.
How would you describe Minty Noodles’ games to someone who’s mostly played “big name” family games or party games up to now?
So far, Minty Noodles’ games are ‘co-operative puzzle adventure games’. Think - an escape room, as a board game, but with more narrative adventure and less being locked in a room.
We plan to expand on the types of games we create at Minty Noodles. I think it’s likely that the core mechanics will often involve co-operative gameplay and puzzles because that’s the kind of games we adore. Our aim is to create gameplay experiences that feel inclusive and can be played with the family as well as board game friends.
Background & Creative Journey
From a quick LinkedIn snoop, I can see you’ve got a background in graphic design. How did that feed into you moving into the world of board games and puzzle games?
Graphic Design is an excellent basis for board game and puzzle design. I have the skills to quickly produce a presentable prototype for playtesting and beyond. There are fewer obstacles to creating the games. I also studied product design, which has equipped me with manufacturing and processes knowledge, allowing me to create designs that work well in reality, and with the context of how much they cost to produce. You would think that would mean I would create cost-effective games. It does not. I still love a fancy finish.
Alongside Minty Noodles I am available for graphic design and puzzle/game design for other people’s projects. I especially love working on indie games and Kickstarter projects. I get to work on a great range of games. This is a service I will be expanding on this year.
What first pulled you into tabletop games and escape-room style experiences specifically? Was there a particular game, escape room, or moment that made you think “I want to make something like this”?
I very clearly remember the first physical escape room and then the first tabletop escape room we did (Unlock! Escape Adventures). We did both with my parents, and it was a great time. We were hooked! Something to do on a rainy day, or Christmas or birthdays as a family. We started collecting more and more experiences, and, as Cole and I both have design backgrounds, the experiences naturally evolved into thinking about how we would change and improve them.
When Minty Noodles first started, what was the original vision? Has that shifted now that Interstellar Adventures is out in the world?
When Minty Noodles first started, we set out to make something that we were proud of, that was our only aim. We initially toyed with the idea of creating a physical escape room, but decided to scale down and start with the tabletop version.
Interstellar Adventures was one big experiment! I spent a long time diving into the tabletop world and working out how to make a successful Kickstarter campaign. Now that we have gone through the process from start to finish, I’m looking to build on our experiences. Happily, I don't think we have to shift too far from the core values we started with, I am very happy with the results of Interstellar Adventures. It has been a dream project and I’m very proud of it as a product and how much I’ve learnt from the process.
Interstellar Adventures Focus
For readers who are completely new to it, what’s your quick elevator pitch for Interstellar Adventures?
Interstellar Adventures is a cooperative puzzle adventure. It combines the mechanics of an escape room with a strong, compelling narrative, dexterity mini-games and board game mechanics. Inspired by a retro sci-fi drama, you'll join the crew of The Atlas as they try to decipher a cryptic signal from an unknown planet below.
Packed with puzzles, challenges and tough moral decisions, this epic three-part mission is fit for crews of 2-4 with a role for every player - whether you’re the code breaker, the cartographer, or the one who just likes missiles!
What was the initial spark behind Interstellar Adventures? Was it the retro sci‑fi TV show idea, a particular puzzle concept, or something else entirely?
We love Star Trek, and the episodes lend themselves to escape-room-style puzzles. That was the initial inspiration for it. The story came first, and then the puzzles were based on the challenges that the characters faced.
Interstellar Adventures has a really strong sense of theme and character. How did you go about blending story, puzzles, and that “episodes of a TV show” structure into one experience?
It felt natural to blend the story and the puzzles into the TV show-style narrative. Every time the characters come across a barrier or event, from accessing the ship's computer to responding to missile fire, the players face a puzzle or challenge. This also helps the solutions to feel logical and progresses the story at a pace that keeps players immersed.
You’ve mentioned wanting different types of puzzles to appeal to different brains. How did you approach designing that mix, and were there any puzzle types you knew you absolutely wanted in from the start?
Mostly, we were aiming to include variety and range. Visual puzzles, word puzzles, and logic puzzles can all appeal to different people within a team, giving each team member the opportunity for an “AHA!” moment. Lighter dexterity elements were also included from the start. It helps to introduce something new to the experience and include players who are less familiar with puzzles. Once we established this as an aim, we were able to examine the flow of the puzzles and add in elements where needed to create the variety we were looking for.
The hint system in Interstellar Adventures stays in-world rather than breaking the immersion. Why was that important to you, and how did you land on the final approach?
Honestly, it was important to me because I have played so many escape games where the hints are just upside-down text in a separate booklet. I always struggled with not reading the wrong hint or being worried about getting an unintentional spoiler. Having the hints be separate from each other and able to be intentionally taken by the player was important to us.
Having the characters provide the hints, where possible, just felt right. Sometimes it almost feels like the players are working out the puzzles alongside the characters. I think this helps keep the players in the story and softens the blow of taking a hint (a lot of us puzzlers are really adverse to taking hints!).
Were there any big changes Interstellar Adventures went through during development or playtesting that really improved the experience or surprised you?
The biggest change was when the artwork was implemented. The game went from stick figures and scribbles to gorgeous full colour art from Adrian Iglesias "El Santa". This dramatically shifted the feel of the game. The dynamic artwork really improved the pace and lifted the story. I was really surprised by how much it changed the feedback from playtesters. It was definitely a turning point in the project, a very exciting stage!
Marty was also called Henry at one point. I think that Marty suits his character much better.
Minty Noodles, Style & Philosophy
As Minty Noodle’s first release, how much do you see Interstellar Adventures influencing the art style and tone for Minty Noodles' future releases?
I would love to keep working with Adrian on any future projects in the Interstellar Adventures world. His art style is integral to the game.
Beyond that, I can see us going in lots of different creative directions for future, unrelated games. ColePowered is known for using distinctive art styles in their video games, and I think that is something we will bring into Minty Noodles. We both come from creative backgrounds, and the art style will always be a core factor for us, never an afterthought.
Do you see Minty Noodles as primarily a home for puzzle-led experiences, or are you already thinking about branching into different types of board games as well?
I think that we will continue to make games with co-operative or puzzle elements, but we won't be limited to that style of game. We are right at the beginning, it will be interesting to see where it develops. We are already toying with some other family game ideas.
When you start a new project, what usually comes first for you: the visual world, the narrative, or a particular interaction/puzzle idea?
The narrative is where I like to start. Having a story or theme to base the ideas on. Sometimes it is necessary to add puzzles or interactions to improve the flow of the game, but mostly I prefer the story to dictate the challenges that the characters and players face.
Looking Ahead: 2026 and Beyond
What does 2026 (and maybe 2027) look like for you and Minty Noodles? Are there any future projects or ideas you can tease, even if it’s just a hint at themes or formats?
Other than some ideas for expanding the world of Interstellar Adventures we are in the very initial concept phases of some family games. Something to do with art galleries - but who knows, it might not come to anything!
Interstellar Adventures feels like it could easily support sequels or spin-offs. Are there any plans or daydreams for expanding that universe, or are you keen to explore something completely different next?
Absolutely! I love the Interstellar Universe. I can’t wait to expand on it.
The next immediate project will hopefully be a mini Interstellar Adventure. A shorter, single-episode game. I am hoping to develop a story around a single character and their experiences on The Atlas. I am torn between doing an episode about Marty or Guy first. I think it will come down to who the players respond to most when they get their games. Both are strong characters which I’m excited about developing.
These single-episode games should be a more accessible price point, will be small box games and still entirely offline. Perfect for travel. That’s the idea anyway…
I love the idea of spin-off solo episode! I’ll be sure to share my thoughts on Marty and Guy, once my copy arrives.
Community, Creativity & Advice
You’re relatively new to the tabletop industry but already making a mark. How has it been finding your feet in the board game and puzzle community so far?
What a lovely thing to say, thank you!
It’s been a wild ride. The industry can feel overwhelming with so many aspects, from design, manufacture, fulfilment, and marketing. It’s full of people who are so intensely intelligent that it can be a little intimidating. What I have loved is how welcoming and wonderful people have been. I am hard-pressed to think of any other industry that is as collaborative and accessible as us. There is always someone willing to share their experiences and advice. I have had the pleasure of working with some established designers and benefitting from their experience. That really helped me to find me feet and grow in confidence as a designer in my own right.
What fuels your creativity when you’re working on games, and what tends to kill it?
People fuel my creativity. I love playtesting and seeing people's reactions to moments in the game. It’s hard work but it’s what energises me the most. What kills it is repetitive iteration - important stuff, but getting bogged down in the weeds and details can be really irritating (I am a perfectionist, so this happens a lot!).
For people reading this who are thinking, “I’d love to design a puzzle game or narrative game one day,” what advice would you give them from your own experience?
It depends on the day! I have definitely had days (around the kickstarter launch) where I would not recommend it. It can be sad when your hobby and favourite activities becomes work.
However, most days, the advice would be: Don’t skip learning about marketing, don’t be afraid of getting things wrong, reach out to people and ask for advice, maybe don’t choose the most expensive and complicated materials and finishes for your game, even if it gives a really, really cool effect.
Where to Find Minty Noodles
For anyone who wants to follow your work or get hold of Interstellar Adventures and future games, where can they find you online?
Website: mintynoodles.com
Instagram: @mintynoodlesgames
Bluesky: @mintynoodles.bsky.social
Linkedin: www.linkedin.com/company/minty-noodles
Are there any conventions or events this year where you’re hoping people will stop by, say hello, or sit down to play?
Nothing booked yet!
But I will be at UKGE for fun and on the BoardGameProtoHype stand. Hope to see lots of friendly faces there.
About the author
Chris Ridley is a digital marketer by trade and father to twins by luck. He also runs Small Space, Big Plays, a social account that helps busy adults with limited space and limited free time to curate a versatile game collection. Outside of playing and writing about games, he is an avid runner, with the 2026 London Marathon as his first ever marathon.












