Character Sheet Design


In any RPG, the character sheet is probably the single most important part of the design.  It's basically the "user interface" of the game for the players.  And coming from a UI background, I want to get it right. 

For Smile Police, I wanted to go with a smartphone aesthetic to drive the theme. That's where the "interactive" part lives: the apps (which are kind of a shortcut for weapons and skills) and record keeping (yCoins etc).  

Being a one-shot party-style game, there really isn't much character customization -- more of that is covered by the handout cards the players get during startup, which I will talk about in an upcoming devlog.  

The right side is a reference for how to play the game itself: the dice mechanics and guidelines on how to get more Likes from the audience.

The biggest challenge is how to convey to the player all the creative options they have, and how to roleplay in such a unique setting, without it feeling overwhelming.

I feel this density is right at the boundary, but the only way to know for sure is by playtesting. 

Have a Yazzle Dazzle Day!

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