Dmitrii Tuvakov
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Game mechanics, states, characters, design system

A space game where half the work is states

A space clicker. You build a station and a battleship, defeat galactic creatures and collect Galaxy Points. Five tabs on the surface, with all the upgrading, exploring and economy underneath.

  • Game UI
  • Design system

What I did

The game interface and the design system behind it. Screens, states, the look of every mechanic, the characters.

The game is built as a set of loops, and pages do not describe it. So most of the work went into states of the screens that already existed.

What the game is

You build and develop a space station and a battleship. You defeat galactic creatures and earn Galaxy Points for them.

From there, three ways to grow. Improve battle skills, head into discovery for battleship energy, invest in the workshop for passive mining.

The point of all of it is the airdrop at the end, which is why the points are counted seriously.

Five tabs

On the surface the game looks simple. Station, battle, discovery, workshop, friends. Everything else lives inside those five.

Hence the main task. There are many screens and only five ways in, and nobody should get lost between them.