Theory: Show the Score, Part 2

Following up on last time’s post, consider the end-of-game screen from Super Hexagon:

Screen Shot 2016-05-13 at 11.36.47 PM

Every time the player’s game ends, she gets no fewer than three statements of how well she did: the numerical level she reached, the shape she reached, and the number of seconds the game lasted. The latter is compared to her best score, and the game provides information about how to get to the next tier on the leaderboard.

Espgaluda has almost none of that. Players get to see the leaderboard, and that’s it. There isn’t even an appreciable delay before the game switches over to the leaderboard, so that players can check what their score is manually!

If you’re building a high score game, model your end-of-game sequence after the Super Hexagon style. Much of game design is thinking you’re offering enough feedback, and then discovering that you need to give more. That’s as true for scores as it is for anything else; don’t skimp on the score information when play is done.