
Hello adventurer! Today, weโre looking at quite a simple game. Itโs not an AAA game and not heavy on UI or menus. I selected this game because I think itโs a good example of a minimalist and artistic game (and I really liked playing it).
The Midnight Walk is a moody and spooky first-person game that shows that you can design the UX and UI to fit the game while keeping it minimalistic!
This game has no HUD, no Map, no UI markersโฆ so how do they communicate and guide players?

GUIDANCE
1. ๐ฅ Light & Fire guiding the way
Fire is a big theme in this game, with multiple towns having lost their fire and the landscape being covered in darkness and snow. The theme is also carried over into other game mechanics, with lighting matches or candles and guiding the player to follow the lights. This is a great way to combine story and themes to guide players to make a great player experience.
Although the lights are not always super obvious, because the game is generally very muted and dark, the game visuals and levels are simple enough so it never really becomes a problem to find the light.

Fire and Light guide the way
2. ๐ซ Light-trail guides
In some parts of the game, a turquoise light appears and guides the player to specific areas. This is used when other lights are not around or the player needs to backtrack to a specific point, so adding new environmental hints doesnโt work.
Although there is no explanation as to what the light is supposed to be or representโฆ maybe the spark of creativity that motivates us to keep going through dark times?

Follow the light trail.

The turquoise light is also used in a puzzle.
3. ๐ Tutorials & Hints
The game uses 2 types of Tutorials:
1) A short text on screen.
or
2) Notes that you pick up that tell you about upcoming dangers and what to look out for.
Both of these are great UX because it is adapted to the situation and complexity of the action.
On-screen Text: They also do a good job of showing the hint text again later when it needs to be used, so the player doesnโt walk around confused, not knowing what to do next.
The Notes: Make you feel like you found something valuable (although they are not well hidden), so you pay attention to them more than if this were presented as a standard block of text on the HUD while the game was paused or played in the background.
PS, The Notes can also be found in the game menu, so if the player needs another reminder or forgot what to do, which is always something a game should have.
We have all started playing a game to later (perhaps weeks later) pick it up again, just to forget how to play or what to do next.
Hint tutorial with image and text.

UI DESIGN
4. ๐๏ธ Interaction icons
Using simple icons instead of text across the most common interactions is a way to simplify the design and make interactions simple and quick to understand.
I liked how they kept this consistent across the game and for all simple interactions.
The prompts and icons have:
Ok size, so they are readable.
Good contract against the background.
The UI is styled well, so it fits with the game's handmade style.
And they even have a drop shadow on the UI, so they stand out even more! (a dark shadow that looks like soot or burn marks, which also goes with the gameโs style.)
Interactions with objects have a hand icon.
Dialogue interactions have a speech bubble icon, while starting up a furnace has a fire icon.
5. ๐ Clear interaction states
At the (few) moments in the game where there are multiple possible things to interact with, they do a good job of showing which ones are available to interact with and which one is selected.
The highlighted interaction can be seen on the right side with a button prompt and icon in white.
On the left side, you can see the icon in grey, without a button prompt. This tells the player that it canโt be interacted with right now, but itโs a good hint that it could be used.
Highlighted interaction on the right, other interaction on the left.
6. ๐ Screen for important items
As you collect key items across the gameโs story, the item appears large on the screen with a short text to describe what it is. This screen comes up when picking up new items. It is a great choice to automatically show the item and details when it is collected because in a minimalist game like this, where all items have a story to tell.
Zooming in on an object like this will also tell the player it is important and they should spend some time reading about itโฆ which is less likely to happen if they have to open a menu to find this info.
Image of an item, with a short description on the right.
7. ๐ซ Follow you Friend
In most parts of the game, you travel with a little friend called Pot-boy. He is acting as your guide, so if you donโt know what path to take, you can always follow him. He also stops in front of points of interest to hint that something can be interacted with.
This is an intuitive and minimalistic way to guide players without adding UI markers or maps to constantly guide players where to go.

A HIGHLIGHT
8. ๐๏ธ An interesting mechanic that I loved
This game has a very interesting mechanic I have not seen before in a game that I want to mention (let me know if you have). It is very simple in its design and function, but very effective.
๐๏ธ You have a button to close your eyes: to open up new paths or listen for hidden things.
Why does this stand out to me?
This is a scary game, and in scary games you usually donโt want to take your eyes away from the thing that is hunting you. But in this game, it is how you defeat them or find your way forward.
I think itโs interesting how they used a basic human instinct like this (itโs scary to not see) and made it a feature.
This is a clever way to avert expectations and make their game scarier, just by using a very simple mechanic from a player's point of view.

Close your eyes to open new paths.

Close your eyes to listen for hidden things.
IMPROVEMENTS
๐ท The thing I want mostlyโฆ is to have MORE of this game!
Longer game.
More maps.
More puzzles.
More choices and interesting ways to solve problems and to avoid enemies. Since they have the foundation built out, I would like to play it more.
Thank you for reading!
What did you think about this lesson? Please give me your feedback and questions through this link:
Subscribe to Quest for UX to not miss future posts, and check out learngameuxdesign.com for more Game UX updates.

