Each Friday, we'll take 15-60 minutes to load up a successful game and evaluate the UI/UX decisions. The game will always be piloted by someone who has never played it.
GAMES
Elegant Minimalism
First Person Shooter
Systems Made Simple
Roguelike Deckbuilder
Retro Atmosphere
Farming Game
Envionmental Tutorial
First Person Puzzle
Animation and Polish
Roguelike Action RPG
Story and Style
Story-Based RPG
Diagetic UI
Exploration / Survival
Subverting Expectations
Interactive Narrative
Janky Excitement
Roguelike Bullet Heaven
Smooth and Shiny
Roguelike Space Shooter
USER INTERFACE
Teaching Controls
What methods does the game use to teach the player its controls?
How effective would you rate this method, and why?
Genre Conventions
In what ways does the UI follow typical conventions for this genre?
Are there areas where it breaks conventions? Was this effective or confusing?
Aesthetics & Engagement
What elements of the interface make the game feel more fun or immersive?
Do these choices fit the theme of the game?
Complexity Management
How well does the UI display complex information without overwhelming the user?
Give an example of clarity or confusion you noticed.
Accessibility & Feedback
How well does the UI communicate player feedback (health loss, level-ups, errors)?
Are there options for accessibility (text size, colorblind modes, rebindable controls) that affect usability?
USER EXPERIENCE
First Impressions
What elements does the game use to hook the player in the first few minutes (story intro, visual spectacle, challenge, humor, music)?
Flow & Pacing
How smooth is the transition from starting the game to actually playing?
Were there any moments of frustration, confusion, or delight in those first minutes?
Motivation & Reward
What kinds of rewards encourage the player to keep going?
Are they immediate or delayed? Which seems most effective?
Immersion & Feel
Did the UX make you feel “inside” the game world, or did anything pull you out of the experience?
What specific design decisions contributed to that feeling?
Player Agency
How much freedom or choice does the player feel they have in the first few minutes?
Do the controls and feedback make the player feel powerful, clumsy, or guided?