Using signifiers to reduce instructions
Unicopia Demo » Devlog
Knowing no one likes reading instructions, I've tried to be as curt as possible for Unicopia, resulting in 14 words describing how to play.
However, for players that still clicked through the instructions, it wasn't too obvious that the gems needed collecting, and failing to collect then makes it impossible to complete a level.
I therefore took a note out of The Design of Everyday Things and added some sparkle particles to the gems as a signifier to the player. Adding in a little wobble and some SFX when the player approaches, the gems are now much more in the player's face, but is too much?
Unicopia Demo
Retro arcade platformer of a unicorn pursuing love.
Status | In development |
Author | Ubiguchi |
Genre | Platformer, Action |
Tags | 2D, Arcade, Female Protagonist, Gay, Godot, Retro, Speedrun, Sprites |
Languages | English |
Accessibility | Configurable controls |
More posts
- Unicopia Beta time3 days ago
- Unicopia full-game alpha released!44 days ago
- Jump to it!44 days ago
- Unicopia release v0.2.457 days ago
- The surprising fun of Boss design59 days ago
- Why Godot?66 days ago
- Unicopia release v0.2.373 days ago
- Getting good jump feel in Unicopia74 days ago
- Uncloaking Unicopia87 days ago
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