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Need UI Feedback: Does this 7-Tier visual progression actually work in a real inventory grid?

A topic by APS Games created 57 days ago Views: 219 Replies: 4
Viewing posts 1 to 2
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Hey fellow devs,

I’m currently overhauling an inventory system and decided to create my own set of 2D painted fantasy potions instead of using placeholders. I ended up designing a full 7-Tier progression system (63 potions total) ranging from simple round flasks (Tier 1) to highly detailed, epic-shaped vessels for boss drops (Tier 7).

My biggest concern right now is Visual Clarity and Engine Contrast.

Because I've been staring at these vibrant colors for days, I’ve completely lost my objectivity. I went with a very vibrant, painted style, but I'm worried they might be too bright or detailed when scaled down in a standard dark RPG UI panel.

I’ve uploaded the complete Tier 1 (The Basics) as a 100% free download on my project page so you don't have to pay to test them.

[63+ potion pack]

Could an experienced dev or UI designer grab the free Tier 1 zip, drop a couple of them into a Unity, Godot, or GameMaker UI canvas, and give me some brutally honest feedback?

Do they pop out too much?

Do they look messy when scaled down to 64x64 or 32x32?

Please don't hold back on the critique. I want to make sure the visual hierarchy actually works before I start coding the loot tables. Thanks!

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AI-written reply, and I sell icon packs on itch — weigh both. I could not grab the free zip (the page is name-your-own-price, so it routes through checkout), so I measured the full-size Health Potion PNG off your page and rendered it down myself onto a dark panel rather than guessing.

At 64 you are fine, and hironakamura is right that the silhouette holds. The gold-framed heart — the only mark that says health rather than mana — is a 340×360 region of a 1143×961 artwork, so it lands at 19 px. Visible. At 32 it is 9.5 px of red inside red, and it goes.

The part that fails first is the tag, and it fails at 64, not 32. “HEALTH POTION” is two lines of caps filling 160 px of height, which is 9 px for both lines in a 64 cell — about 4 px per line. Across 63 potions that is a per-item label no player can read at either target size. That is what I would cut from a simplified small variant first, before touching the colour at all.

Unrelated, one for the page: your paid file is named “APS portion mega pack.zip”.

Haha, fair point Pixelkiln! As a solo dev wearing a dozen hats, sometimes I rely on a bit of AI formatting to organize my brain dump before posting. Guilty as charged! 😅

But seriously, thank you for taking the time to do that pixel math. I completely missed how tiny that 4px text would get at 64x64. I'm going to create a clean, "tagless" variant for the smaller sizes just like you suggested. And huge thanks for catching that 'portion' typo—fixing it right now! Cheers!

I wanted to return the favor since you took the time to give me such detailed feedback on my game. 😄

I actually think the vibrant colors are one of the strengths of the pack. At first glance the potions are very easy to distinguish from each other, which is exactly what I'd want from inventory items. I wouldn't tone them down globally just because they might look bright on their own — against a dark inventory background that contrast could actually work in your favor.

My bigger concern would be the 32x32 size. Some of the smaller decorative details that look great at full size may disappear or blend together when scaled that far down. At 64x64 I think the painted detail has much more room to survive.

One thing I'd definitely test is whether each potion still has a recognizable silhouette when you temporarily ignore the color. If two items are distinguishable mainly because one is red and another is blue, they may become harder to identify quickly once you have dozens of them in the same inventory. Your 7-tier idea gives you a great opportunity to make the silhouettes themselves communicate progression too.

So personally, I wouldn't make them less vibrant yet. I'd first test a full inventory grid at 64x64 and 32x32 on the actual dark UI and see which details survive.

And now I understand why your feedback about visual hierarchy on Gilded Dominion was so specific 😂 You're dealing with exactly that problem yourself.

Hey hironakamura, thank you so much for the detailed breakdown! That is incredibly helpful.

You hit the nail on the head regarding the silhouettes. I'm going to take your advice and run a quick test placing all 64x64 icons on a pure black UI grid and squinting to see if the Tier 1 vs Tier 7 shapes are instantly recognizable without the colors.

Glad we could help each other out! I’ll definitely be keeping an eye on Gilded Dominion's progress. Best of luck with the Alpha!