Feedback: How is my UI Design?

I’d like to see if my UI looks good before moving onto other menus with this style. Anything immediately bad, like colors or placement? The blank one exists because I like doing all text with text labels so Roblox can auto translate.

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The color palette of this interface is poorly selected, as the chosen colors and shades do not complement each other well. It is recommended to use no more than three to four colors and a couple of shades from the same color groups in a limited space. However, your interface contains nine different colors and their shades, most of which belong to different color groups. I recommend studying at least the basics of color theory to better understand how to combine colors properly.

Using the same color for both the button background and its image causes them to visually merge, making it difficult to perceive the interface and locate the necessary element. Besides, there is an inconsistency in the styles of some ability icons, which disrupts the design of your “work”.

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Aside from the oddly condescending quotes on “work” at the end, thanks for the feedback.

if ‘Size Name’ is enough to understand it is about size, we don’t need ‘Size class:’ save some space.

since Rebirths and Orbs are resources, and Karma doesn’t seem to be resources,
i suggest we make them in a row.

then we can deal with Karma, are they non-spendable as I think, and we want an easy understanding which side of Good / Bad we are? it feels like the ‘Like / Dislike’ situation
image
or this

Is Total Power the sum of Strength, Defense, Agility? Is it used or referenced in the game play? If not, we may omit it.

Is Stat Cap mean “stat points remain that you can put into adding Str/Def/Agi” ? “Stat points” or “Upgrade points” may be more accurate

Sample:
image

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Wow awesome rely, thank you. I agree with dropping the class from Size Class. I also like what you did with the karma, made it smaller and better. Your menu has pretty much the same info but looks much better.

Since you are asking about more specifics:

This is a training game. Players will train at a gym to increase their stats and this Stat Menu serves as the primary menu for info. There are Stat Caps that limit how much they can train at once, which is what that means. Increasing their Size increases the Stat Caps. Players can increase their Size after hitting the Stat Cap for every stat.

As for Power, it is important because players will need an increasing amount of total Power to Rebirth. Finally, the + symbols are for sending Orbs (a currency players explore to earn). Spending Orbs increases the stat multipliers, which is why total Orbs is also in this menu. I am opting to have the cost in Orbs be in a confirmation menu after hitting the plus symbol since I already have a lot going on here.

There will two more menus, for Rebirthing and increasing in Size respectively. Those menus will go into the requirement for each, but I haven’t coded them yet so I’m not working on the GUI for them yet.

okay. in general, i would suggest

  • if we can have less text, then omit them
  • consistent size and alignments
  • group by similar functionalities
  • avoid cover the icons with text
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Just Had A Laugh After Reading The Comment From Keyboard Warrior ‘Mr_Sdows’.

I honestly think this is good, you could probably make the shadows a little bit bigger and use uisizeconstraints or some sort to try and make the text not overlap the icons, but other than that, splendid work!

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Do you mind if I (heavily) inspire my menu with your design above? Or would you feel like I’m taking advantage of you? I still have some work to do, but I really like your design. Took me a minute to realize that the bar for the karma also serves as a clever divider for the groups of elements.

Appreciate it, thank you! Yeah, I agree with the text not overlapping, as the other guy also said. And yeah that guy has other stuff going on lol. Glad I got some other responses.

go ahead, i just reused, rearranged and resized your original design.

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