Winning looks like losing in end-of-level screen

Started by Simon, August 23, 2026, 10:43:42 PM

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Simon

Lix 0.10.33

I played a singleplayer level with save requirement 20/20. I put one blocker, saved the 19 other lix, then nuked the blocker and announced to the livestream viewers that I had won the level.

No! The end-of-level screen should look sufficiently different after a loss than after a win. Maybe winning needs a big green checkmark that flies into view and smacks onto the table of statistics. This is obviously kitsch, but it shows the degree of difference that we might want. Ideally, I'd show the button for the next level on the end-of-level screen, still. Or should there be an extra button first to click that makes the next level appear as a button on the end-of-level screen?

Or: Nuking a lost level shouldn't end the map. But how should people quit the level with the mouse then ...

Winning looks like losing, what an embarrasing UI fail. The most fundamental aftermath of a game (singleplayer or multiplayer) is immediate clarity of whether you've cut the mustard or not.

-- Simon

WillLem

Jingles or other sound effects can help. Fireworks/party streamers/ticker tape/confetti. 'CONGRATULATIONS!' in big green letters. A Lix holding a trophy for a win. A Lix crying for a loss :lix:

Flopsy

Good job you had viewers watching your stream to say "actually you had to save 20/20"  :lix-evil:

IIRC isn't there a jingle that plays in level when you reach the goal save requirement? Shouldn't that suffice?

Ramon

This should not exclusively rely on an audio cue because there are situations where the game could be played without sound - like players who are deaf or listen to their own music while playing or are in a noisy environment where they cannot properly hear the sounds, just to name a few examples.
My first thought was mildly adjusting the base color of the end-of-screen box (green for success, red for failure) but that won't accommodate colorblind players.

I'd personally advocate for including a little graphic on the end-of-level screen, but it requires some thought:
- It shouldn't be too large, i.e. bloat the screen or hog the player's attention.
- Where to put it such that it still fits into the screen layout nicely?
- The significance of the graphic should be intuitively distinguishable without further explanation.
- Pros and cons of using a game-related graphic (e.g. Lix) vs. a universal one (e.g. checkmark, X)?