The prototype looks very good; it creates a curious feeling in the user.
VISUALLY
*Background and buttons:
I really like the background; it is evident in the effort you put into it, making me want to know more about it. The shapes of the tree, roots, river, and sand create a great natural environment, giving the user a fantastic first impression of the game.
The animation of the light coming from the tree creates curiosity about the game.
The round shapes on the corner of the button create a visual contrast that attracts instant attention;
The white background and orange buttons are well thought out for users. However, I would use a different color for the buttons when the user clicks them to make the feedback more evident.
The fact that the play button is bigger than the others guides the user directly to try the game and start playing.
In Jordan's Scene, the buttons for the movement are very intuitive. However, the next button doesn't work and can confuse the user.
I also would use another symbol for rotation, like a round arrow, so the user can understand what it is for,
The scrollbars work well, create a purpose for the game, and make it more realistic; I would put text above each one so the user can understand which one is for what. What are water, sun, and nutrients?
The + and - button isn't very intuitive, but the game's instructions explain the goal and the buttons of the game.
The instructions are good and clear about the purpose of the game and how to interact with it.
The credits option works well; it is good to have this information.
The options button goes to an empty screen.
*FONT
The font is easy to read, but it could be something more creative or different similar to the fonts usually used for games.
*USER'S FEELING
The user is well guided through different scenes with the buttons so that it will build confidence in the game and security in playing.
*USER FEEDBACK
Changing the scene when users click gives instant feedback and drives them to continue in the game.
Changing color once the cursor is on the button and changing again if there is a click helps the user understand and confirm the option they choose.
The actions followed by the click on Jordan's Scene reinforce the interaction with the user.
The score in the corner of the screen and the message encourage the user to keep playing
*THE GOAL FOR THE USER
Reading the instruction, the user understands that the correct amount of each element, water, nutrients, and sun must be used to make the mangrove grow.
The buttons help the user to get to the goal and change the size and position of the object.
Without reading the instructions is hard to identify how the game works.
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Comments
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MARLYZ REVIEW:
The prototype looks very good; it creates a curious feeling in the user.
VISUALLY
*Background and buttons:
*FONT
The font is easy to read, but it could be something more creative or different similar to the fonts usually used for games.
*USER'S FEELING
The user is well guided through different scenes with the buttons so that it will build confidence in the game and security in playing.
*USER FEEDBACK
*THE GOAL FOR THE USER
Great job Jordan. The use of the accessibility principle of the well-organized menu helps your project to be well produced. Congrats