suggestion dialog design draft


I have started reworking the mechanics and design of the dialogue window with the word suggestion.

In the old version, this window showed words only when a word was entered. If there were no previous letters, it was impossible to get a hint.

But, in fact, there are two moments that you can immediately feel and get frustrated while playing the game:

  • Where to start the word from?
  • Which word can I continue with?
  • If there are no points, can I get a hint about the word? Maybe I will guess? (I = player)

To solve these issues, I came up with such logic:

Firstly, any player is given points at the start, and they can be spent to open a word (usually there should be enough for some short one).

Secondly, a hint from crazy games, stop the game during the window so that the player can calmly think.

Thirdly, word meanings - now for some words there will be meanings in the language of the word writing (unfortunately not the UI language). Unfortunately, I decided to cut this feature for now :) ideally - it should work the same as in the technology window (it works there because there is manual matching of translations).

Fourthly, I make special animations to slightly slow down the player and give him time to think - suddenly you can guess the hidden word, and oh, the button appeared too quickly, and I tapped :)

Fifthly - the location of buttons and information should be such that it would be convenient to look at how many points the word costs, whether it is enough or not enough and only if it is enough - apply and unlock the word.

Sixthly - when the word is open - the player must remember it, return to the game and write it down - this gives a boost to repeat the word and remember it through repetition :)

And the sixth is simultaneously difficult and at the same time fun and amazing - to experiment, where to place buttons, give them names and paint them :)

Below are pictures from old to new to illustrate the path.

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