Chi Lam Ao - Devlog5
Hanafuda Samurai » Devlog
In this week, I've done the option menu, but I think there may still missing some function in this menu.
Besides, I worked some part of the document and after I drew the storyboard of the tutorial part, I start to finish the tutorial part in our game for player to learn on MOJO.
Get Hanafuda Samurai
Hanafuda Samurai
Status | Prototype |
Authors | JohnFox191, aochilam, pedro_jpg14, Selsen |
Genre | Platformer |
Tags | 2D, Metroidvania, Pixel Art, Roguelike |
Languages | English |
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Comments
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Hello,
Thank you for the showcase. Try to focus on the game. The menus for options can be simple or non-existent, but menus for the actual gameplay are far more important.
If have the time, check out this website https://www.gameuidatabase.com/ that might help you design simple and clear UI.
Hello, thank you for your reply.
But I'm sorry about that I'm not really understand what is the meaning of menus for the actual gameplay? Is some setting about the player how they control in the game?
What I mean is those game settings, like resolution, volumes, v-sync, and others, are less important than the UI for gameplay, like showing the cards, deck, abilities, cooldowns, health, etc.
I see, thank you