UI redesign: captured screens and concepts¶
Current screens¶
The title, character, and stage screens came from an older isolated Linux player build. They do not include later unbuilt changes. Gameplay and reward screens came from isolated Editor test-stage setups, including a simulated second controller. Rewards were opened with example existing upgrades; they were not earned in a normal run. The single-player gameplay image was captured during the gate opening.
- Title
- Character selection: one player
- Character selection: two players
- Stage selection
- Gameplay: one player
- Gameplay during gate transition
- Gameplay: two players
- Reward selection: one player
- Reward selection: two players
- Pause menu
- Settings
- Existing player 1 controller page
- Existing player 2 controller page
The pause, settings and controller pages were opened directly for pictures, without their normal setup. Their values, visible overlays, and controls may differ from a normal game.
Additional menu previews¶
These pages were also opened directly in the Editor to show their layout. The fixture did not populate normal player progress, portraits, shop entries, achievements, or online results. The result preview shows authored example values, not an actual completed run.
- Upgrade shop
- Upgrade database
- Achievements
- Leaderboard
- Update notes
- Credits
- Quit confirmation
- Tutorial prompt
- Game-over result layout
Other settings tabs and normal populated states still need a review. A temporary player profile was used; no real stage was played. The Editor exited with an error during shutdown after writing the images, so these captures are not a passing gameplay test.
Imagined concepts¶
These are generated design sketches. Their names, stats, locked icons, placeholder portraits, stage descriptions, and settings are illustrative and may not match the game. They do not decide the rules for card locking, unlocks, or rerolls.