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gjsyyds

11
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4
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A member registered Oct 20, 2024 · View creator page →

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The ghost's floating feel is very smooth, the feedback for sprinting and emergency stops is very timely, and it's very responsive to operate! The layout of the obstacles is also very challenging. The 60-second time limit makes everyone want to start over immediately every time they fail. However, the determination range of some traps is not very clear. For instance, the collision box of the cactus is larger than that of the visual model, which is prone to misjudgment. It is suggested to add a red outline prompt for the dangerous area.

On the positive side, I think the design of this game is very user-friendly, and it has very complete functions. The game scene navigation is very smooth to use. The page design is diverse and there are many details. I have noticed the use of dynamic particle effects. On the negative side, the UI design is a bit monotonous. In addition, the player objects can be optimized

On the positive side, I think the design of this game is very user-friendly, and its functions are very complete. The game scene navigation is very smooth to use, and the page design is diverse. However, on the negative side, I think there are too few interactive objects in the game scene, and the player objects themselves feel rather heavy, which doesn't match the theme.

On the positive side, I think the design of this game is very user-friendly and it has very complete functions. The game scene navigation is very smooth to use. On the negative side, I think the operation can be changed, but I'm not very satisfied with the feel.

I think this game is very good, with a simple and atmospheric interface, vivid and vivid content, making it very suitable for games of all ages

Your suggestion is very specific, I will start to correct it immediately, thank you very much.

Thank you for these suggestions and I will seriously consider taking your ideas and making improvements.

Thanks for your suggestions.

Your game's navigation bar is readable with text, the menus blend seamlessly into the game scene through transparency controls, and the non-intrusive UI design is great. In terms of interaction design, the feedback mechanism built is excellent. Every action gets an immediate, clear visual response. Of course, there are still some shortcomings, the current part of the UI design occupies a large block of the game scene, should consider a reasonable distribution of the ui layout size, the background design is somewhat monotonous and fuzzy. Expect your improved game to be even better.

I particularly appreciate your attention to detail and attention to user experience. The architecture of the game's own grey box model is both scientific and visually appealing. The navigation bar is readable with text and seamlessly blends into the game scene through clever transparency controls. The non-intrusive UI design is excellent. In terms of interaction design, the feedback mechanism built is excellent. Every action gets an immediate, clear visual response.

 However, I think there are still some shortcomings, the color contrast of the current button is slightly strong, and the overall visual texture needs to be improved. And some UI design occupies a large space, should consider the reasonable distribution of ui layout size

Overall, the game has shown a high degree of completion in the UI/UX design, simple but not simple, and a good balance between functionality and aesthetics.

I think your gray box model was built very well, the light navigation bar with dark text is simple and clear, and does not block the game scene at all, in line with the minimalist style. By trying it out, I get clear interactive feedback. But I think you can also improve the color collocation, the buttons can be set to similar colors, so that more attractive and not obtrusive. The overlap in the background design is somewhat obvious. But overall it was a good game and I enjoyed it very much.