Game UX/UI · iPhone

Divine Rush

Game UI a thumb can play.

Divine Rush: Flock of Light is an iPhone action game I'm building solo in Unity. This case study is about its UX and UI: controls sized by real use, one button language, dialogue that never blocks, and menus that read at a glance.

Role
Solo developer · UX/UI lead
Scope
HUD and controls, button system, menus, dialogue, art direction
Focus
Thumb reach, readability on a phone, feedback in 100 ms
Scroll to explore

Bring the light back to the sky

Seraph, a little angel archer, flies with his friends toward the Sky Temple while Gorvok’s purple mist spreads through the clouds. Shoot, dodge, call your wingmates, and keep going.

Level one, captured from the game
UX · Controls

The thumb decides the layout.

Buttons are sized by how often they are pressed, not by how important they sound.

Presses in a boss minute

  • Dodge69%Only action with a sub-second window
  • Volley19%Fired on cooldown
  • Nova11%Panic button when surrounded
  • Catch1%About once per story run

Reach from the resting thumb

MoveOld rowCluster
Dodge → Catch2.16 bits1.16 bits
Dodge → Nova1.73 bits1.16 bits
Dodge → Volley1.11 bits1.16 bits

Fitts’ index of difficulty, log₂(D/W + 1). Lower is easier.

The decision

  1. Dodge is the big button in the corner, under the resting right thumb.
  2. Volley, Nova and Catch sit on an arc 14 mm away, in order of use.
  3. Catch rests as a small bead and only grows into a button while a dazed creature is in range.
  4. Gold appears once: as the halo on the best move right now.
HUD spec with the safe area, hit targets and the old button row drawn over a real capture

Shipped in level one: Dodge on a 58 pt circle and Arc Burst on 84 pt, with HOLD and cooldown on a separate label. Every active button is at least 44 pt.

The cluster above is the HUD spec for the temple level, drawn over a real capture. The phone shows the controls that shipped.

UI · System

One button language, every state.

Normal, ready, cooldown, disabled and locked, for every power, from 32 to 96 pt.

Every power in five states and four sizes: normal, ready, cooldown, disabled and locked
01

Answer in 100 ms

The press finishes inside 0.1 s. No action waits for an animation.

02

Press like you mean it

Press to 0.92–0.95, confirm pop to 1.08–1.12. The old 0.97 press was too small to feel.

03

One hot colour per screen

Sun-gold marks the one best action. Everything else stays calm.

04

Disabled is not locked

Disabled shakes and says why. Locked shows a plate and unlocks with a moment.

05

Opaque panels

No see-through windows behind text, so labels stay readable over busy skies.

06

Respect reduced motion

Scale, spin and trails become colour and opacity changes. Sound and haptics stay.

Try it

0.93 on press, a 10% overshoot on release.

Before and after: three unrelated icon styles replaced by one sky-glass button family
Before: three icon languages. After: one recipe for everything.

Meet the characters

One hero, four wingmates and the villain who started it all.

Seraph
The hero

Seraph

A blond chibi angel with a golden halo, a blue scarf and a golden bow. Every other character is designed to look like his family.

Approved target look of the flight: Seraph flying to the palace

Progress you can see

The Sky Temple starts small on the horizon and grows as the level goes on, so the goal itself is the progress bar. The top bar keeps only health, diamonds and pause.

Help that never steals the fight

Four wingmates fly in one at a time, each with a power you can tell apart at a glance. They clear part of a wave and always leave the rest for you, and their talk cards sit at the top, clear of Seraph and your thumbs.

Menus like a storybook

Painted ivory, azure and honey-gold icons on warm paper. One primary button per screen, labels never baked into art, and every label checked for overflow on real screenshots.

UI · Menus

Armory, blessings and settings.

Rarity is a tint and a frame, never just a word. Settings include reduced motion, damage flash and text speed.

Choose a blessing, the armory and all fourteen rift cardsHome with the Sky Temple, settings with reduced motion and text speed, and the HUD object set

Meet the Flock

Twelve creatures, designed with their evolutions: a Puffling can become an Emberpuff or a Goldpuff.

Travel the Celestial Gardens

The first world map: islands linked by a golden path, from the gate to the temple.

Approved world map concept: Celestial Gardens

Developer notes

How the game is being made, one decision at a time.

App icon direction: seraph faceApp icon direction: bow haloApp icon direction: duoApp icon direction: puffling haloApp icon direction: halo snareApp icon direction: flock

About this item

Platform
iPhone (iOS)
Engine
Unity 6
Genre
Sky-flight action
No. of players
1
Status
In development · tested on device through TestFlight
My role
Solo developer: UX/UI, game design, art direction, characters and code
UX/UI scope
HUD and controls, button system, dialogue cards, menus, onboarding, accessibility settings
Tools
Unity, Blender, Meshy (3D generation), image and video generation for concepts
Release date
To be announced

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