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12

Most games succeed by taking a good game design and combining it with a compelling theme (Taking over the world, building a real estate empire, or solving a murder--to name a few obvious examples). Without knowing much about your game, I would say it would probably benefit from adding some kind of theme that will make it less abstract and inform the visual ...


5

Actually, I would be surprised if the development work isn't pixel perfect. Developers need logic and rules for programming, and if you are not supplying them with a style guide that they can plug into their development framework then I should think they will be asking you a question every five minutes about the spacing or alignment or hex value for the ...


4

The key to good UX in game design is not only to make it easy to interpret and enjoy, but to make the physical design cohesive with the conceptual design of your game. It is difficult to completely understand the significance of the failure paths and consequences without fully understanding the game objectives. While the circle representation is simple and ...


2

I read an article once that made an interesting point. I'm sorry, I was 90% sure it was on smashing, but I couldn't find it. However, the takeaway for me was to set ground rules before starting a review. The first rule was to relay a set of words that were considered "out-of-bounds". Basically a list of words that could not be used during the session. I ...


2

Removal of the failure track would be preferable, since it clutters the card, and causes a lot of "look-up" work for the reader. The combined circle is the direction I believe you should go, however; as you have stated, having multiple dice roll numbers on the circle is to much information for a single circle. My solution is to have a (Dice Roll | Failure) ...


1

You can try http://www.scifiinterfaces.com/ and the book Make It So which have critiques of TV and movie interfaces from diegetic and non-diegetic stand points (usefulness to the characters versus the viewers). I've also read good interviews and critiques with the people who make the interfaces over at http://www.inventinginteractive.com/


1

My solution for deleting things is a button with a trash icon which opens a little popover. I think this is a good solution because: no disturbing dialog, everyone hates confirmation dialogs! confirmation is required. no accidential clicks user has only to read two words, no annoying question red color indicates that it is really deleted, you can empasize ...



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