(1/3) GAMEPLAY > GENERAL STORY SCREEN
This is a typical gameplay screen in Story mode. Its current design is quite optimal. Assuming/ considering that the hero mostly moves northward on the battlefield, some minor improvements are suggested here to further enhance user experience. The displayed layout is for right-handed, normal play.
Notice the barely visible, universal decoration on the top-left corner. When the player badge is featured, it is overlapped by the first skill button.
(2/3) GAMEPLAY > TRIAL SCREEN
This is a gameplay screen in Trials mode with Partial Immersive Mode On (thanks to Bishishi and Led ). Its suggested design is almost the same as its Story counterpart, except for the Trial Timer bar. Again, as this bar is also unobtrusive, it is placed right below the XP bar.
As suggested by Chosen , abc127, et al, a Trial number label is placed on the timer bar.
(3/3) GAMEPLAY > PLAY SCREEN MAP
On pressing the Map button on the bottom-left corner, this popup is displayed. For consistency, this too is aligned to the other popups discussed earlier.
Notice the zoom-out icon on the Map button. The player can simply press the same button with the left thumb to minimize the popup. A Close button also minimizes the popup, in case the zoom-out icon is not visible for players with defective vision.
The enlarged map in the content area of the popup can be scrolled and pinch-zoomed.
This is a typical gameplay screen in Story mode. Its current design is quite optimal. Assuming/ considering that the hero mostly moves northward on the battlefield, some minor improvements are suggested here to further enhance user experience. The displayed layout is for right-handed, normal play.
- The XP bar is shifted to the top border, as it is least visually obtrusive. This enables better view of the incoming enemy from top.
- The hero’s and enemy’s health indicators are shifted to the bottom border, as they are visually intrusive.
- The hero’s health indicator is located on the right, near the Apple and Potion buttons to enable quick intervention with these healing items. So, the Apple and Potion buttons are placed near the player’s right thumb—first the Potion for emergencies.
- The ubiquitous currency-balance panel is placed in the bottom center, consistent with all other pages.
- The occasionally used Armory button and the rarely used Settings button are kept on top, nearer to the XP bar.
- Due to the slight shifting of the Armory button, all the non-interactive skill buttons are shifted slightly upward. This frees space below.
- The Map button is shifted to the bottom-left corner, placed near the player’s left thumb. A zoom-in icon on it indicates the operation of this button.
- The Save button retains its exalted place on the top-right corner.
Notice the barely visible, universal decoration on the top-left corner. When the player badge is featured, it is overlapped by the first skill button.
(2/3) GAMEPLAY > TRIAL SCREEN
This is a gameplay screen in Trials mode with Partial Immersive Mode On (thanks to Bishishi and Led ). Its suggested design is almost the same as its Story counterpart, except for the Trial Timer bar. Again, as this bar is also unobtrusive, it is placed right below the XP bar.
As suggested by Chosen , abc127, et al, a Trial number label is placed on the timer bar.
(3/3) GAMEPLAY > PLAY SCREEN MAP
On pressing the Map button on the bottom-left corner, this popup is displayed. For consistency, this too is aligned to the other popups discussed earlier.
Notice the zoom-out icon on the Map button. The player can simply press the same button with the left thumb to minimize the popup. A Close button also minimizes the popup, in case the zoom-out icon is not visible for players with defective vision.
The enlarged map in the content area of the popup can be scrolled and pinch-zoomed.
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