← showcases · case 08 · Greenfield · surface: game UI (casual puzzle, mobile)

sugarfall — juicy, but honest at the core

A match-3 casual game system: Luckiest Guy for popups and score moments, Baloo 2 for every control and counter, Nunito Sans for help and settings prose. Candy color with shape-coded pieces, bounded motion, big touch targets, and no timer pressure by default.

display / UI / text faces shape-coded pieces bounded juice no dark patterns one-thumb play

Context

Who: commuters and parents, playing one level at a time, sound often off. Jobs: clear a level in 1–3 minutes, feel good, stop cleanly. Constraints: one thumb, bright environments, color-vision variety, and a young audience that must never be pushed into a purchase.

Principles

RuleRationale
Three registers: play, operate, explainLuckiest Guy for moments, Baloo 2 for controls and counters, Nunito Sans for anything a player must actually read.
Pieces differ by shape, not only hueThe board is the game; colorblind players and grayscale screens must still parse it instantly.
Juice is boundedPop 150 ms, cascade 250 ms, popup 400 ms; nothing blocks input, and reduce motion turns juice into fades.
No dark patternsNo timer by default, lives regenerate predictably, and every purchase is an explicit, reversible choice.

Level play

Level 47
18moves left
12,480
Collect 🍓 8 / 12 🍋 4 / 12
✂️Scissors3
🧹Sweep1
🔒Unlock Lv 50
Lives ♥♥♥♥♥Next in 4:12

Why the board works

  • Each piece is a color and a shape: circle, square, diamond, triangle, star, hexagon. The grayscale proof keeps the board fully readable.
  • Moves and score use tabular numerals in the UI face; they never jitter while animating.
  • The pop layer never blocks input; a tap during a popup still plays the next move.
  • Objectives show progress as “8 / 12”, not a mood ring — the number is the truth.

Level complete and failure

Level map

45★★★
46★
47
48
49

States carry stars, labels, and the current pulse — not only gold versus gray. Locked levels state their unlock condition when selected.

Settings and help

Settings

Soundon
Musicon
Colorblind piecesshapes always on
Reduce motionoff
Larger countersoff

Help · the text face at work

Match three or more pieces in a line to clear them. Matching five in a row creates a star piece that clears a whole color when swapped. You can always leave a level and keep your progress; lives refill on a fixed timer and never gate the tutorial.

Help and settings are the only places with paragraphs — set in Nunito Sans at a comfortable measure, never in the popup face.

Typography

SWEET! COMBO ×3display · Luckiest Guy — popups, score moments
Moves left · Level 47 · Next levelUI · Baloo 2 — controls, counters, nav
Match three or more pieces in a line to clear them.text · Nunito Sans — help, settings, store terms
12,480 · 18 · 8 / 12counters · tabular, animated safely
  • The popup face is all-caps by design and never used for instructions — it cannot be read in a sentence.
  • Buttons and counters share the UI face, so “tap me” and “read me” look different on every screen.
  • Any text a player must act on (settings, purchases, help) is set in the text face at ≥ 14 px equivalent.

Color and pieces

Six candy hues, six shapes. The shape is the contract; the color is the delight.

Components and states

Buttons

All ≥ 48 px tall, one primary per screen, no disguised close buttons.

Booster states

✂️Ready3
🧹Selected
🔒Locked

Star meter

★★★

Filled stars are gold, empty are outlined — the count is also written as “2 stars”.

Toasts and popups

+50 gems · daily bonus
LEVEL UP!

Toasts never cover the board or the primary action, and never require dismissal to continue.

Motion and accessibility

Motion budget

  • Pop 150 ms, cascade 250 ms, popup 400 ms; nothing exceeds half a second and input is never blocked.
  • Score counts up in ≤ 300 ms but the final number is committed immediately — the value is never mid-animation when the next move starts.
  • Reduce motion replaces pops with fades and stops the map’s current-node bounce.

Accessibility

  • Pieces are shape-coded at all times; colorblind mode is not a hidden setting, it is the default build.
  • Touch targets are ≥ 48 px; boosters and the board sit in thumb reach for one-handed play.
  • Counters can be enlarged without breaking the board, and every value has a text form.
  • No timer on standard levels; where a timed mode exists it is opt-in and clearly labeled.

Verification

Live probes

running…
PairratioNote

Board pieces are checked as UI graphics (≥ 3:1 against the board); each also carries a shape, so a failing hue is never the only signal.