Inspiration
I was inspired by gacha games and turn-based battle games. Such games being tower defense and Pokemon. I wanted to make something like that but with a really clean and simple UI that is easy to understand and not messy.
What it does
My game allows you summon units with different rarities and use them in tower defense styled game modes. With waves and a base you must protect. It has 16 units, a pity system so you get better luck over time, and features like auto-sell, auto-skip, and shiny units that do a little more damage.
How I built it
I built the game in separate parts like summoning, defending, inventory, and settings. This helped me keep everything organized and made it easier to add new stuff later without breaking things. I used Claude to assist by writing code while I gave prompts and helped with UI design. I would double check code though I knew little and ended up with no major bugs in the end.
Challenges I ran into
The hardest part was keeping everything basic and clean whislt adding a lot of features. Things like shinies, pity, and auto features made it more complicated, so I had to make sure the UI stayed clean.
Accomplishments that I'm proud of
I made a working summon system, tower defense system, and a clean UI that's goal is to not feel confusing. Everything works together smoothly and is easy to use.
What I learned
I learned that organizing systems early is really important. If I don’t, things get messy fast when I add more features.
What's next for Cleanest UI you will ever see
I want to add more units, cooler battle abilities, and better UI features like sorting units and improving how the game looks overall.
Built With
- adobe-after-effects
- claude
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