Polish / UI


Polish / UI and Implementation

The user interface (UI) for Skate to Home played a pivotal role in creating an immersive gaming experience. It was crucial for me to implement a seamless navigation system, allowing players to traverse the game effortlessly through the Main Menu (see picture 1). The Main Menu comprised three key elements: New Game, High Score, and Settings. Please note that there might be a few spelling mistakes in the current version, but rest assured, I will rectify them. Your satisfaction is my priority!

Since I want to keep things simple, I will just make the UI like these pictures below


Picture 1: Main Menu when the player hit the play button

Initially, my plan included incorporating a timer feature, which would allow players to track their gameplay duration. Regrettably, I overlooked its implementation in the current version. However, in the final release, the timer will be prominently displayed on the screen, enabling players to monitor their progress throughout the game. Picture 2 illustrates that the timer will appear after the completion of five levels.


Picture 2: The ending screen will have the total coins the player collected and the total travel time

Unlike conventional platformer games, Skate to Home does not include a Level Select mode. My design focuses on the player's continuous journey from the starting point to the finish line, without the ability to choose specific levels. As stated in the Concept Devlog, there are no lives available if the player accidentally collides with an obstacle. Consequently, the player will restart from the beginning of the respective level.

Instead of including a dedicated "Back to Menu" button, I opted for a more intuitive approach. Picture 3 showcases the implementation of an arrow symbol ("<") which serves as a visual indicator for navigating back to the main menu.


Picture 3:  The High Score screen, featuring the arrow symbol, signifies a return to the menu.

By utilizing this arrow symbol, players can easily understand that pressing it will take them back to the menu screen. It provides a seamless and consistent user experience throughout the game. I believe this approach enhances the overall flow and intuitiveness of the game, making it easier for players to navigate and enjoy their gaming sessions.

Testing/Feedback

its really good! I'm apparently not good at platformers, I like the choice of music, although it is a bit jarring. the blood splatter effect is a little extreme for the game having a more "kid friendly" feeling to it, but if that's what you wanted, then its great. Only thing I noticed is getting stuck on the sides of platforms when jumping next to them, and sometimes it felt like I should have jumped when I didn't (but maybe thats just me).

Thank you for your feedback! I appreciate your positive remarks about the game.  Regarding the blood splatter effect, I agree that it may seem a bit extreme for a game with a more "kid-friendly" feel. It's important to maintain consistency in the game's tone and visual elements. Rest assured, in the final version, I will make adjustments to the blood splatter effect to better align with the overall aesthetic and ensure a more appropriate experience for players of all ages.

All the areas feel like the same style, all though the blood splatter effect seemed a bit too intense.

Regarding the blood splatter effect, I appreciate your concern, and it's great to see that there is consistency in the feedback. As I mentioned earlier, the target audience for this game includes players of all ages, and I want to ensure that the overall experience aligns with a "kid-friendly" vibe. Based on the feedback I've received, it's clear that the blood splatter effect doesn't suit this style and needs to be adjusted.

I assure you that in the final version, I will make the necessary changes to the blood splatter effect to ensure it aligns better with the game's intended audience and maintains a cohesive and appropriate visual style

Credit

Most of the fonts used in the game are the default fonts provided by Unity.

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