r/devblogs • • 4d ago

design A player pointed out why my ski game's objective was in the wrong place

I'm building Poudreuse, a small one-button ski game inside Reddit, with substantial coding and Canvas art help from Codex. This morning's change came from a very specific bit of player feedback.

I had the score and distance in the top-left, but the active objective sat in a separate panel at the bottom. A player suggested putting the 250 m goal next to the distance counter. They were reading two parts of the screen to answer one question: how close am I?

The new layout puts the active goal directly under the distance. I also changed the little bar to track that goal. Previously it averaged progress across three tasks, even though the panel only showed one of them. So reaching the displayed distance didn't necessarily fill the bar.

The complete three-goal list still lives in pause and in the run summary. I checked the served game on desktop and at phone portrait and landscape sizes, including the switch from a distance goal to a backflip goal. Those were browser layout checks, not a physical-phone playtest. The change is live in 0.0.21.

The clip below is a continuous 28-second local practice run of the same source as the approved version. Practice has no avalanche; the public game also has an avalanche mode and a shared daily course.

For anyone who tries it: does the goal still pull your eyes away from the terrain? I'd be interested in which device you used and the first moment where the interface gets in your way. The game UI is currently in French.

Play: https://www.reddit.com/r/PoudreuseSki/comments/1x1hk83/

Poudreuse 0.0.21 • 28 s of local practice gameplay • no avalanche in practice

1 Upvotes

1 comment sorted by

2

u/Plane_Big_5912 4d ago

the bar averaging all three tasks while only one was on screen would have driven me nuts as a player. hitting 250 m and the bar not filling reads like a bug even when it isnt