Sticky UI

UI / UX DESIGN & PROGRAMMING

6 weeks

3

Sticky is a playful one-touch platformer. The only player controls are Sticky's double jump, triggered by tapping the screen. All other movement is influenced by the level geometry.

TITLE SCREEN, WORLD & LEVEL SELECT

TITLE SCREEN

The title screen offers a play button, as well as settings and a skins menu.
The game's currency is intentionally showed at all times throughout the game.

WORLD SELECT

The game has four worlds with distict color schemes and mechanical themes.
They are available through a World Select menu, where the number of stars and currency collected is displayed.
More worlds are unlocked by collecting stars.

LEVEL SELECT

Each level icon shows the number of stars and currency collected.
The idea is to engage the player's sense of completion, by emphasizing the stars and currency not collected with a strong black silhouette.

SKINS MENU

SELECTED SKIN

Skins can be browsed by either swiping horizontally, or using the directional arrows.
A selected skin is shown with a surrounding glow, borrowed from other parts of the UI and backdrops to establish a consistent graphical theme.

BUYING SKINS

If the player has not bought or equipped the currently visible skin, a button appears, allowing purchase or selection.

CURRENCY

If the player doesn't have enough currency to buy a particular skin, she is offered to buy it using real world currency.

GAMEPLAY UI

LEVEL COMPLETE SCREEN

This screen is shown when completing each level. Getting three stars triggers the "Perfect" animation as well as confetti particles.

PAUSE MENU

The pause screen offers going back to the Level Select screen, replaying the level, toggling the sound, as well as resuming the current level.

ABILITY TO SKIP LEVELS

After failing three times in one level, the player is offered the ability to skip the level, in exchange for viewing an ad.

UX WIREFRAME

Using early placeholder art, this early wireframe established the connection of different parts of the game. It also shows how we opted for a solution where there is no specific "store" per se, but rether we funnel the player into purchases through the skins menu.