This is a
brief summary of the game “Baby Rush”, for those who do not know about it. Baby
Rush is a casual strategy game that mainly focus on taking care of babies by
giving what they want, all the way until they feel sleepy (when their energy is
low, they will feel tired). Today, we
will summarise on the in-game user interface (UI) elements in the game.
The first
of the UI that is noticeable is the baby energy bar. It is located at the top
left hand corner of the screen. It is a non-diegetic UI as it contains
information of the game, but exists outside the game itself. The only good
design of the UI was the use of the colour. Blue was chosen as it is something
that is neutral, and does not show any sense of alert to the player themselves.
However,
the main flaw of the UI design is basically on the lack of indicators. Without
any instructions, player will not know that it represents the energy level for
the baby. The positioning of the UI could also be in a more prominent position
such that the players are able to notice it immediately. One of the prominent positions
would probably be on the top middle portion of the screen.
The second
UI that I want to go onto is the happiness status of the baby, located right
beside the energy bar. It is also a non-diegetic UI as it contains information
of the game, but exists outside the game itself. Similar to the energy level, I
personally think that the only good thing of the UI was the use of the colour,
but only to a certain extent. When the bar is empty, it’s grey, and grey does
not really symbolize neutral feeling of the baby, as it’s a dull looking
colour. On the other hand, when the bar starts to fill, it is yellow in colour,
which I think it is a right thing to do.
Similar to
the energy bar, the main flaw of the bar is the lack of indicators. It has no
information regarding about the bar, and people will not know about it unless
they go through tutorial. The only thing that is used in representing the bar
is a small icon of baby looking happy. Also, as this is less important than the
energy bar (the purpose of the happiness bar is to indicate the mood of the
baby, which is interdependent to the rate of the energy loss), it can be placed
at the position where the energy bar is.
The third UI
that is noticeable immediately on sight is the game timer. It is also a
non-diegetic UI as it tracks the amount of time taken to complete a level, but
exists outside the game itself. It’s only there for achievement purposes. I
personally think that the UI placement of the game timer is correct, as it does
not contain any important information of the game.
The only flaw
of this UI is that being a graphical and vibrant coloured game, the UI design
is a bit distracting to the audience. They may think that the UI is part of the
game itself.
The fourth
UI of the game is actually the tutorial pop-up. It is also a non-diegetic UI as
it is just a piece of instruction that guides the player along, and it appears
outside the game. The good thing about the UI is that it contains short and
detailed information of the game.
However, the
UI placement of the pop-ups is too random, due to the game environment itself.
This means that the player must change their focus from time to time.
The fifth
UI of the game is the baby’s patience bar. It is a non-diegetic UI as it
contains information of baby patience, but exists outside the game itself. I
feel that this is by far the best UI in the game. It is located right above the
baby and it’s small in size. It has also a simple design and uses red as
indicator. This indicator only increases when the baby is crying, and tracks
the amount of time left for the player to complete a task, or they will lose
the game.
I
personally think that the UI can be improved by using segments of small bars
instead of a regular bar.
The sixth
UI element in the game is the event icon, which determines what the baby need.
This is a spatial UI as it exists together with the game environment and is not
immersive. The good thing about this UI is that it is simple and appears on top
of the baby. Players will know what to do from looking at it.
However, I feel
that the UI can be improvised by changing to colour scheme a bit so that it
does not cause confusion between the game environment and the UI itself.
The seventh
UI element in the game is the player icon, which shows what the player is
currently holding. This is a spatial UI as it exists together with the game
environment and is not immersive. The good thing about this UI is that it is
simple and appears on top of the player when they have grabbed something.
However,
the main flaw of the UI lies on the design itself. It uses the same artwork as
the event icon, with background colour difference. This may confuse the
players. Also, I personally feel that the colour scheme can be improved by
making it less contrasting.
Finally,
the eighth UI element in the game is an effect given off whenever the player
pushes the interact button. This is a Meta UI as it is a special effect given
off that is not part of the game environment. The positive thing of the UI is
that it does not take up a lot of space and appears on the direction which the
player is facing (it appears in front of the player).
However,
the UI is relatively transparent and player may find it distracting.
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