Notices: you need to use 'w', 'a', 's', 'd', 'space', and mouse to control the player. Scroll can hide your weapon, giving you a full view. Key down 'esc' you can quit the game. If you want to enter again, you should refresh your browser.

For UX principles:

* All the buttons are aligned with each other with same gap.

*Hover states on each button.

*Remind how to manipulate the game when enter in.

*Game scene provides past, present, future feedbacks. eg. step sound, reminder etc.

*User centered design. Interactions between keyboard and mouse. Provide overview of the whole scene, giving basic information about the scenes, letting player know where they are.

*Consistent elements, reflect the Castle Theme. 

Comments

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The overall structure is very grand, but I think the color is a little monotonous. At the same time, there is a small problem. The sensitivity of the angle of view is too high. When I move the mouse, the angle of view turns too fast.

The neat arrangement and unified style of buttons make the whole interface more concise and can well highlight the main body of the current scene. However, the color selection is somewhat monotonous, which may cause users to lack interest and enthusiasm. It is suggested to use a more lively style of fonts to provide users with more interest.