UX:The highlights of OPEN GAME are as follows: firstly, the main page navigation is simple and intuitive, the function buttons are clear at a glance, the operation logic is clear, and page jumping is easy to achieve; Secondly, the visual style of the four season themed levels is distinct, with rich scene elements and strong immersion; Thirdly, the rules for clearing gold coin points are simple and easy to understand, and real-time sound effects and digital feedback can continuously bring a sense of achievement; Fourthly, team collaboration ensures that the overall style from the main page to the levels is unified, and the experience is coherent and smooth.
This interface continues the unified style of the previous works in terms of function buttons and score display, further enhancing players' familiarity and operational coherence. The top settings, refresh, homepage, and help icon positions are consistent, and the graphic language is concise and clear, ensuring the intuitiveness of navigation operations. In addition, the entire scene adopts a low polygon style design, with soft colors and cute shapes, which conforms to the visual tone of casual games and is conducive to attracting children or young users. The coins, mushrooms, and trees in the scene all have clear volume and three-dimensional sense, which is conducive to users quickly perceiving the scene space from the first perspective.
Improvement suggestions:
Although the current interface has a unified style and refreshing visuals, there is room for improvement in terms of interactive guidance and visual focus control. The following suggestions are provided for optimization reference:
The visual focus is slightly scattered: the central element in the picture is a red mushroom, but its functionality is not clearly expressed (is it an obstacle, a scoring prop, or a hidden function?), which can easily cause confusion for users. Suggest adding slight dynamics (such as slow rotation, flashing) or text prompts to highlight their character identity and enhance guidance.
Insufficient level of gold coins: Some gold coin elements are obscured by trees, and the contrast is not clear enough on a green background, which may reduce the recognition efficiency of players during quick browsing. Suggest adjusting the brightness of coins, adding highlight edges or floating effects to enhance their "visual priority" in the picture.
The path prompt is slightly insufficient: from the current perspective, there is a lack of clear action routes or guiding clues, and users may feel unsure about "where to go". You can enhance route prompts and guide users to explore forward by adding stone pavement, grass indentation, or branching arrows.
Lack of environmental interactive elements: There are a large number of elements such as trees, mushrooms, and buildings in the interface, but it is not clear whether they can be interactive or have hidden functions. Suggest considering ways to enhance exploration motivation and enrich game interaction dimensions through triggering sound effects, amplifying prompts, and destructible signs.
Summary:
This interface successfully continues the consistency of the previous work in UI design and creates a relaxed and lively forest atmosphere in visual style. If visual focus and guiding logic are further strengthened at the interactive level, it will effectively enhance users' desire for exploration and smooth operation, making the gaming experience more attractive and immersive.
User experience principle: Visual hierarchy and information highlighting. In the game interface, the "Score:0" score display is placed in the center at the top of the screen, which is visually prominent and enables players to quickly obtain key information. The functional ICONS are distributed at the four corners of the interface, without interfering with the display of the main scene, and the overall hierarchy is relatively clear.
The scene construction is rich and beautiful. It adopts a low-polygon style to create a unique visual effect. Elements such as buildings and green plants are arranged in a staggered manner, providing players with a good visual experience. Moreover, the score and function icon design is simple and does not stand out when integrated into the scene.
Improvement area: I hope there are fewer trees and I don't have to go around in a long circle to get the gold coins
I think the process of moving the perspective when entering the game is very cool, and the actions added to the characters are also refreshing. Although I think the game score only increasing the numbers has a simple beauty, so I think the "number floating" animation can be added to replace only the addition and subtraction of numbers. If combined with a slight zoom effect, it can further enhance the player's sense of achievement in operation.
I think the layout of the main menu buttons of this game (such as "Play" and "Help") is very concentrated, which conforms to the operation habits of players. The click hot area is large and the accidental touch rate is low. It's very good.
The feedbackduring the collection of gold coins in the scene is also very clear. The perception of interaction is enhanced through sound effects and particle special effects (gold coin rotation animation), which is also very good.
In my opinion, the font size of the Score display in this game is adapted to the mobile screen. I have tried the following. Even small-sized devices can view it clearly. For example, "Score:0" is located at the center of the top of the screen. This is very good. Moreover, the pop-up window on the help page adopts a semi-transparent background, which does not block the core scene elements. It strikes a balance between information transmission and visual transparency, and is also well designed.
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UX:The highlights of OPEN GAME are as follows: firstly, the main page navigation is simple and intuitive, the function buttons are clear at a glance, the operation logic is clear, and page jumping is easy to achieve; Secondly, the visual style of the four season themed levels is distinct, with rich scene elements and strong immersion; Thirdly, the rules for clearing gold coin points are simple and easy to understand, and real-time sound effects and digital feedback can continuously bring a sense of achievement; Fourthly, team collaboration ensures that the overall style from the main page to the levels is unified, and the experience is coherent and smooth.
UX principle: Consistency and Standards
advantage:
This interface continues the unified style of the previous works in terms of function buttons and score display, further enhancing players' familiarity and operational coherence. The top settings, refresh, homepage, and help icon positions are consistent, and the graphic language is concise and clear, ensuring the intuitiveness of navigation operations. In addition, the entire scene adopts a low polygon style design, with soft colors and cute shapes, which conforms to the visual tone of casual games and is conducive to attracting children or young users. The coins, mushrooms, and trees in the scene all have clear volume and three-dimensional sense, which is conducive to users quickly perceiving the scene space from the first perspective.
Improvement suggestions:
Although the current interface has a unified style and refreshing visuals, there is room for improvement in terms of interactive guidance and visual focus control. The following suggestions are provided for optimization reference:
The visual focus is slightly scattered: the central element in the picture is a red mushroom, but its functionality is not clearly expressed (is it an obstacle, a scoring prop, or a hidden function?), which can easily cause confusion for users. Suggest adding slight dynamics (such as slow rotation, flashing) or text prompts to highlight their character identity and enhance guidance.
Insufficient level of gold coins: Some gold coin elements are obscured by trees, and the contrast is not clear enough on a green background, which may reduce the recognition efficiency of players during quick browsing. Suggest adjusting the brightness of coins, adding highlight edges or floating effects to enhance their "visual priority" in the picture.
The path prompt is slightly insufficient: from the current perspective, there is a lack of clear action routes or guiding clues, and users may feel unsure about "where to go". You can enhance route prompts and guide users to explore forward by adding stone pavement, grass indentation, or branching arrows.
Lack of environmental interactive elements: There are a large number of elements such as trees, mushrooms, and buildings in the interface, but it is not clear whether they can be interactive or have hidden functions. Suggest considering ways to enhance exploration motivation and enrich game interaction dimensions through triggering sound effects, amplifying prompts, and destructible signs.
Summary:
This interface successfully continues the consistency of the previous work in UI design and creates a relaxed and lively forest atmosphere in visual style. If visual focus and guiding logic are further strengthened at the interactive level, it will effectively enhance users' desire for exploration and smooth operation, making the gaming experience more attractive and immersive.
User experience principle: Visual hierarchy and information highlighting. In the game interface, the "Score:0" score display is placed in the center at the top of the screen, which is visually prominent and enables players to quickly obtain key information. The functional ICONS are distributed at the four corners of the interface, without interfering with the display of the main scene, and the overall hierarchy is relatively clear.
The scene construction is rich and beautiful. It adopts a low-polygon style to create a unique visual effect. Elements such as buildings and green plants are arranged in a staggered manner, providing players with a good visual experience. Moreover, the score and function icon design is simple and does not stand out when integrated into the scene.
Improvement area: I hope there are fewer trees and I don't have to go around in a long circle to get the gold coins
UI: (User Experience)
I think the process of moving the perspective when entering the game is very cool, and the actions added to the characters are also refreshing. Although I think the game score only increasing the numbers has a simple beauty, so I think the "number floating" animation can be added to replace only the addition and subtraction of numbers. If combined with a slight zoom effect, it can further enhance the player's sense of achievement in operation.
UI: (Interaction Logic)
I think the layout of the main menu buttons of this game (such as "Play" and "Help") is very concentrated, which conforms to the operation habits of players. The click hot area is large and the accidental touch rate is low. It's very good.
The feedbackduring the collection of gold coins in the scene is also very clear. The perception of interaction is enhanced through sound effects and particle special effects (gold coin rotation animation), which is also very good.
UI: (Function Adaptation)
In my opinion, the font size of the Score display in this game is adapted to the mobile screen. I have tried the following. Even small-sized devices can view it clearly. For example, "Score:0" is located at the center of the top of the screen. This is very good. Moreover, the pop-up window on the help page adopts a semi-transparent background, which does not block the core scene elements. It strikes a balance between information transmission and visual transparency, and is also well designed.