Game Overview:

Title Screen: At the gateway to adventure, "Apple's Bar" welcomes you. The PLAY, SETTINGS, and QUIT buttons are arranged in an intuitive vertical flow, reminiscent of the golden era of arcade games, guiding players with familiarity and ease.

Play Screen: In the Play Screen,  a customizable character stands ready for your command. Surrounding it are neon-pink control, customize, and engage with the character. 

Settings Screen: Step into the settings screen, where control and customization converge. Here, sliders for Full-Screen, Volume, and Quality.  The settings are your tools to calibrate the game's look and feel, ensuring that your dive into this digital dive bar is exactly to your liking.

User Experience Focus: This game's design philosophy centers around user comfort and delight. Each screen is an invitation to play, with familiar icons and logical layouts that minimize cognitive load, making this virtual bar an accessible escape for anyone in search of holiday cheer.

By adopting industry-standard UX practices and a unique visual language, this game prototype promises not only to entertain but to become a memorable experience for players from all walks of life.

Published by, Matthew Burns

StatusReleased
PlatformsHTML5
Authormburns00
Made withUnity

Comments

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Positive: Great use of the lighting and detail on the title/play screen, the whole idea of being able to customize your character is great concepts to have, and give players the feel of customizing and personalizing the game for each person, as well great choice's for customizing the itch.io page, with custom logo.


Negative: The buttons should have a different background to the rest of the scene, to bring more attention to them, they seem to blend in.

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Positive: The title screen shows great attention to detail with 3d modelling intricate neon lighting and other elements like the red carpet. The red carpet, the poles along it, are an example of leading lines to draw the viewer's eye towards the button cluster. 

Negatives: While many elements of the menu screen draw the eye towards the buttons, the two black "poles" (in the foreground, and in the middle of the scene) seem to distract from the button cluster with their imposing visual weight. The proximity of the right-hand-side black pole also affects the play screen, making it seem like the back button is attached, and thus appearing closer and more important than the buttons to interact with the character.

The colour of the buttons also matches the neon elements behind them - while it's great to use matching colours throughout the scene to build a uniform visual language, in this case it seems to blur the outline/shape of the buttons.

Hey, great use of perspective to draw attention to the buttons in the menu scene. Also, I like the fact that you can change the colour of the robots individual parts. I think adding a transparent panel behind your buttons might help seperate them from the background and make them more evident to the user. Normally I don't like the use of vibrating colours, but I think with a black and dark grey background the colours work well.