DevLog #5 User interface / polish


This week was focused on UI enhancements and general polish for  Re:Action to improve player experience and communicate gameplay systems more clearly.

What I Worked On:

Echo Input Overlay (UI Feedback)

  • Implemented UI icons to represent when the player can record (R) or spawn an echo (T).

  • The record icon highlights in red while recording is active.

  • The spawn icon only appears when a valid echo recording is available, and disappears again during recording or after spawning.

  • These icons help guide the player without cluttering the screen with text.

Timed Gate Countdown Display

  • Added a TextMeshPro-based timer that shows the remaining time before a gate closes.

  • This timer activates when the player triggers a pressure plate, then disappears once the gate closes.

  • Helps players plan their movement better, especially in a hallway-style timed gate levels.

Cinemachine + Pixel Perfect Tweaks

  • Adjusted the Cinemachine virtual camera framing for a more horizontal “hallway” feel for level 2.

  • Ensured compatibility with the Pixel Perfect Camera and itch.io to preserve crisp pixel art at all times.

UI Polish & Presentation

  • Created consistent layout and scaling for all in-game UI elements.

  • Tweaked colors, anchor points, and visibility logic for clarity and responsiveness.

  • Ensured UI responsiveness across different resolutions and safe zones.

Main Menu & Level Select

  • Created a main menu with options to start the game, view controls, or change settings.

  • Maintained a cohesive style across all UI screens for consistency.

Animated Clouds

  • Added animated cloud layers to the menu background for visual appeal.

  • This small touch brought a sense of motion and atmosphere, making the menus feel more polished and alive.

Reflections:

  • These UI additions significantly improved player understanding of Echo state and timing-based puzzles.

  • Using icons instead of text kept the screen clean and intuitive — playtesters immediately understood what was happening.

  • The polish pass made the game feel more responsive, readable, and intentional.

Next Steps:

  • Begin final QA pass and documentation polish for submission.

Files

TemplateData.zip 15 MB
13 days ago

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