Log Entry #0003
Welcome!
So in my last post, I outlined what I currently see as the 3 Core Problems affecting my current project: Questlike Pocket. Namely: Usability, Retention and Monetization.
Today, I thought I’d drill down on some of the changes I’ve implemented in version 0.5.0 in a bit more detail.
In order to address Usability. I took a step back and identified the most vital screens required for the core experience of the game. These were the inventory, the main hub and the shop screens.
These were scattered across different sub-screens and were difficult to navigate to and interact with. This is particularly egregious given that they represent the central creative promise behind the game: To hunt Monsters and Craft Awesome Gear!
So I rolled up my sleeves and did some UI/UX research. Paying careful attention to how tabs were structured and general user experience. Game UI Database was an awesome research resource during this phase.
After review, I put together some mock-ups that exposed the targeted screens in a more cohesive and intuitive flow. I think these present a drastically improved user experience.
And that’s it for this week’s newsletter.
Thanks for reading and have a great one!
~ Glen
*BONUS*
So I’ve decided to put out some merch and/or other freebies, at least once a month. Calling this selection “Sprite Drops”. If you like dope art and want to support me more directly, consider picking up a couple shirts.