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Level Start Patterns in Mobile Games

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.

What repeats

  • The level number and the goal in the same view.
  • Boosters as slots, some locked, beside the Play button.
  • Lives or energy visible, so the cost of starting is clear.

What varies

Questions

What should a level start screen decide?

The goal, the boosters, and whether the player spends a life. Play confirms that and begins the level.

How is a difficulty picker different from a goal modal?

Bloons TD 6 asks which difficulty. Candy Crush Saga states the goal of one level and offers a booster.

How should a designer use these references?

List what the player must know before Play, and remove anything that can wait until the level.

Examples from shipping games

More Level Selection stills

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The 6 screens above are the public sample of level selection screens. An account opens the rest of the library, including flows and mechanics.

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