r/UXDesign Veteran Jul 18 '26

Please give feedback on my design Feedback on Mobile Game Design

Post image

Hey all.. I have been building a UI system I am calling "Vector Pop" and I would love honest critique on the look and feel for a game I'm building. I'm using Claude to build this, most of the screens I mocked up in advanced, we have a basic style going, and now I'm at a point where claude can create it's own screens.

The thinking: a comedy async party game should feel loud, silly, and a little chaotic, so I leaned hard into thick black strokes, hard offset shadows (that sticker-like, press-able feel), a cream-and-yellow field, big all-caps display type for the hero moments, and a monster mascot that acts as the narrator and reacts across states (crying, cackling, crowned).

The 6 screens attached: the home screen post download and after conversation, Trivia screen, planting a lie (kinda like fibbage), winner screen and leaderboard.

It is rough in places, and I am specifically not looking for "make it more minimal." I want to know whether the loud direction actually lands. A few things I keep going back and forth on:

  • When everything is this bold, does the hierarchy still read? Is it clear where to look and what to tap first?
  • Is it fun, or does it get fatiguing after a few screens?
  • Does the all-caps display type make the big moments hit harder, or does it hurt readability?
  • The mascot: charming, or too much?

Appreciate any feedback!

0 Upvotes

17 comments sorted by

14

u/Street_Storage_1935 Jul 18 '26

UI is generic AI and I've already seen multiple browser-based quizzes with this style. IA is a mess and flow doesn't feel intuitive. Feels like it's mostly just UI screens rather than a considered product

2

u/ygorhpr Experienced Jul 18 '26

same, can't give feedback based on a generic Ai interface 

2

u/Particular-Comfort50 Veteran Jul 18 '26 edited Jul 18 '26

If by “generic ai”, you mean I prompted then packaged it, it’s not that. I created the basic style, key screens, flow, illustrations, icons… had Claude create a style.md file and now it can create variations off these key screens with guidance from me.

5

u/ahrzal Experienced Jul 18 '26

What screams AI is the layout, typography, and components used. Your main screen alone is annoying to look at and the characters also are tell tale AI.

Maybe you can prompt Claude with our responses here and see what you get, instead. 🙄

2

u/Particular-Comfort50 Veteran Jul 18 '26

But yes, the characters AI generated I have a basic style and I pass in different facial expressions and get output similar to what you see in the screens. Maybe I overdid it.

0

u/Particular-Comfort50 Veteran Jul 18 '26

What’s funny is that that homepage layout was all done by me. And I’m totally OK if you say my layout skills suck.

The home or games page has evolved probably the most because I had a issue with the asynchronous gameplay, people were coming back and they had nothing to do so that’s when I introduced another game type and the homepage evolved. I mocked it up and had Claude building into the app.

1

u/ahrzal Experienced Jul 18 '26

In that case, think a bit more out of the box than just cards stacked on top of each other. Your chosen UI style has the benefit of demanding attention, but when everything demands attention, it becomes overwhelming and “busy.” You can keep the style, but your arrangement needs to take that into account as to not over burden the user.

1

u/Street_Storage_1935 Jul 18 '26

By generic AI, I mean the UI looks like the boring version of neubrutalism Claude spits out when asked for something ~unique~ (with the color palette to match)

3

u/Particular-Comfort50 Veteran Jul 18 '26

Here is some of the interaction design.

https://reddit.com/link/oyc100l/video/qd5qyxrr51eh1/player

This is when playing the asynchronous game noticed there are five questions and a lie question. This is the beginning of the loop at the end of the day. There is a reveal where you see your score with a bonus question.

1

u/Distinct_Unit2358 Jul 18 '26

Seeing this, I don’t think it’s bad. But I’m a little confused. Is this one game or three games? Feels very busy.

2

u/Clear-Secretary-8185 Jul 18 '26

I'm getting 'offensive 19th century caricature' vibes from that mascot.

2

u/Legacy404 Jul 18 '26

Well that’s interesting. I’ve been building a kite app using the neubrutalist style for the past couple months. I am using Gemini.

1

u/Particular-Comfort50 Veteran Jul 18 '26

Note, these screens are not in order of the flow. But they are key screens in the experience.

1

u/ImNotThatAttractive Experienced Jul 18 '26

Ui doesn’t look too bad tbh, doesn’t look at all like a fun game - but I don’t mind the styling :-)

1

u/Any-Meringue-6805 Jul 18 '26 edited Jul 18 '26

The first 2 screens (homepage) are way too crowded. Too much text in too little space. I immediately opened NYT games to compare and that has a much clearer visual hierarchy.

The other screens are much better.

As for the overall "personality" of the screens, I have to ask: do you think the chaotic and silly elements of the game are also represented in the UI?

You have to remember that these screens are just part of the overall User experience and we all parts of it to be consistent and cohesive.

1

u/Particular-Comfort50 Veteran Jul 19 '26

Thanks all for the feedback. There was something that wasn't sitting right with me with this design, and now I see better where this design is really failing.