Short pages that say what a pattern is, what repeats, and which public Flomob screens show it.
A reward screen is the moment after a win, claim, or purchase when the game shows what the player just received. Strong ones name the prize, play a short reveal, and give one obvious next step: collect, equip, or play again.
A first-session tutorial is the screen that teaches the game’s main verb before the player is on their own. Strong ones highlight one control, say what it does, and let the player perform it immediately.
A shop screen is where the player spends real money or soft currency. Strong ones put the price on the item, mark one pack as the deal, and keep a visible way to leave.
A settings panel is the screen for preferences the player changes rarely. Strong ones group related controls, use a slider for volume and a toggle for on or off, and keep a clear way back.
A social screen is where the player meets other people: a team, a friend list, or an invite. Strong ones show who is already there and give one obvious next step, join or invite.
A home hub is the screen between sessions. Strong ones make the next match obvious, keep currency visible, and tuck shops, events, and profile into the edges.
A level start screen is the pause before play. Strong ones name the goal, show which boosters are available, and put Play where the thumb already is.
An in-match HUD is the chrome that stays up while the player acts. Strong ones keep score, resources, and the next action at the edges so the playfield remains readable.
A result screen is the summary after the match: who won, what the score was, and the one button that continues. A reward chest may follow it. The result itself answers how the match ended.
A splash is the branded pause before the game can be used. A title screen is the first interactive page, with Start or Continue. Strong splashes are a logo and nothing else. Strong title screens offer one way in.