Field Value Module uxVersion 1.7.2Effort highTools —
Keywords: design, game UX, user experience, UX
Designing HUD, health bar, cooldown indicators, minimap, or damage numbers
Laying out mobile game UI (touch targets, thumb zones, portrait/landscape)
Designing onboarding flow, tutorial, or first-time user experience (FTUE)
Adding accessibility support (colorblind modes, text sizing, remapping)
Deciding what information to show on-screen and at what priority
Three tiers — always visible vs on-demand vs menu-only:
Critical (always visible): HP, active threat, objective marker
Important (contextual): mana/stamina, cooldowns, mini-map
Optional (in menu): detailed stats, inventory, map
Every UI element must answer: “What does the player need to DO with this information?”
If removing an element doesn’t hurt decision-making, remove it
Contrast ratio ≥ 4.5:1 for text legibility (WCAG AA minimum)
Primary actions → same screen position every session (never move HUD elements)
Consistent button meanings across all screens (B/Circle = cancel, universally)
Feedback within 100ms of input (see game-feel-juice for input responsiveness)
┌─────────────────────────────────┐
│ [Minimap] [Quest/Obj] │ ← Top corners: orientation info
│ [World] │ ← Center: unobstructed
│ [HP Bar] [Skill Bar] [Lvl] │ ← Bottom: action info
│ [MP/Stamina] [Inv SH] │ ← Bottom row: resource + shortcuts
└─────────────────────────────────┘
HP bar: bottom-left; always visible; color shifts red below 30%
Minimap: top-right; tap-to-expand on mobile; show only within 50m radius
Skill bar: bottom-center; 4–6 slots; cooldown overlay on each icon
Inventory shortcut: bottom-right corner; opens bag without leaving game world
Boss HP: top-center, appears only during boss encounter
Minimum touch target : 44×44 pt (88×88 px at 2×); increase to 56pt for primary actions
Thumb zone (portrait) : safe primary actions within bottom 40% of screen; avoid top corners
Thumb zone (landscape) : left thumb = movement/camera; right thumb = actions; never cross
Gesture conflicts : swipe-to-dodge must not conflict with scroll; assign separate screen regions
Button spacing : 8pt minimum gap between adjacent touch targets to prevent mis-taps
Dual-thumb dead zone : center 20% of screen — avoid placing any interactive element here
Priority order: visual > audio > haptic — never skip visual.
Action Visual Audio Haptic Button press Scale 0.9× → 1.0× (80ms) Click sfx Light impact Skill activate Icon glow + cooldown start Cast sfx Medium impact Damage received Red vignette flash Hit grunt Heavy impact Level up Full-screen particle Fanfare Long buzz
Colorblind modes : Deuteranopia (red-green), Protanopia (red), Tritanopia (blue); recolor HP/enemy indicators
Never color-only : HP = color bar + icon + number; enemy type = color + shape icon
Font size scaling : minimum 28sp body, 24sp secondary; provide 3 scale presets (S/M/L)
Auto-battle option : mandatory for mobile RPG — reduces fatigue for farming sessions
Subtitle options : speaker name + dialog text; separate toggle for combat callouts
Reduce motion : disable screen shake and particle excess; respects OS-level preference on iOS/Android
Arrive — player spawns in safe zone; no enemies; no timers
Discover — single clear prompt: “Move to the marker” (movement only)
Interact — contextual prompt when in range: “Press [A] to attack dummy”
Compound — combine: “Use skill, then attack” — max 2 inputs per tutorial beat
Graduate — practice arena with easy enemies; player can replay anytime from menu
Rules:
Teach one mechanic per screen; never stack 3+ prompts simultaneously
Always offer skip after step 1; show “Tutorial in Settings if you want it back”
Progressive disclosure: hide advanced mechanics (combo, status effects) until level 5+
Never lock player in tutorial room — allow menu access throughout
Design Area Key Rule Reference HUD layout Critical info bottom-left, secondary top-right references/hud-patterns.mdMobile touch Min 44×44pt targets, bottom-60% for primary actions references/mobile-touch-ux.mdTutorial Learn-by-doing, always allow skip references/onboarding-tutorial.mdAccessibility Shape+color (never color alone), scalable text references/accessibility-basics.md
# Anti-Pattern Problem Fix 1 HUD clutter Cognitive overload, player ignores everything Apply 3-tier hierarchy — show only critical info by default 2 Forced tutorials Experienced players churn immediately Always provide skip; teach through optional challenge rooms 3 Invisible affordances Player doesn’t know what’s interactable Glow, outline, or color-code interactables consistently 4 Color-only encoding Colorblind players lose critical info Add shape/icon/pattern alongside color for every indicator 5 Moving HUD Breaks muscle memory Lock UI positions; let player customize once, keep forever 6 Text too small on mobile Unreadable under 28sp Enforce minimum sizes; test on 5-inch screen
game-visual-design — color palettes, typography, rarity tiers for game screens
game-ui-animation — screen transitions, menu animations, micro-interactions
game-ui-wireframe — layout planning, screen templates, navigation flows
game-feel-juice — input responsiveness, feedback timing, hit flash patterns
game-level-design — tutorial encounter design (spatial teaching)
engine UI toolkit skills (auto-activated via registry) — UI implementation patterns
UI framework skills (auto-activated via registry) — drag-and-drop, cell grids
engine mobile skills (auto-activated via registry) — safe area, notch handling
engine inventory skills (auto-activated via registry) — polyomino grid UX patterns
Overlapping action buttons + reward trays : When building bottom-panel UIs (FIGHT button + reward tray + inventory), calculate cumulative Y offsets: buttonY = padding + trayHeight + padding. Never anchor multiple interactive elements at the same Y — players WILL mis-tap.
First-person corridor parallax : Horizontal UV scrolling does NOT create “walking forward” feel. Use perspective-baked static backdrop + animated perspective lines (Outrun-style) for forward-into-screen motion.
Touch target minimum : 44x44pt for iOS, 48x48dp for Android. BackpackCrawler FIGHT button is 160x50 — good. But reward slots at 70x70 should have 8px spacing minimum.
Mobile font size minimums (CanvasScaler 1080×1920 ref) : Headers ≥28, body ≥24, secondary ≥16, captions ≥14. BackpackCrawler had 12 of 14 text elements below minimums (11-16f range). Also increase container heights (HP bars, encounter bars, telegraph) when increasing font sizes to prevent text clipping.
Container heights must scale with font sizes : When increasing font sizes, ALWAYS also increase container heights (HP bars, encounter bars, telegraph containers). Formula: height >= fontSize * 1.5 + padding * 2. BackpackCrawler HP bar was 20px for 12px text — after bumping text to 16px, bar needed 26px.
File Coverage references/hud-patterns.mdHealth bars, minimap, cooldowns, damage numbers, inventory grid UX, resource counters references/mobile-touch-ux.mdThumb zones, touch target sizes, gesture vocabulary, portrait/landscape, haptics references/onboarding-tutorial.md4-phase tutorial, progressive disclosure, contextual hints, skip patterns, anti-patterns references/accessibility-basics.mdColorblind modes, text sizing, remapping, difficulty options, subtitles, motion sensitivity references/mobile-font-sizing-guide.mdFont size tiers (1080×1920), container height formula, HP bar sizing, grid cell sizing, CanvasScaler setup