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Uligo: A Slime's Hike

ROLE

Design UI/UX

DESCRIPTION

Uligo: A Slime's Hike is Nôrdika Studio's first game. It's a precision platformer that was produced with accessibility in mind straight from the beginning. As a studio, we wanted to prove that even a small indie studio could make a great game with accessibility options. One of the biggest challenges of this project was to create a simple HUD that could be modified at will and still look good.

YEAR

2022

GENRE

Precision Platformer

PLATFORM

Steam

MADE WITH

Unreal Engine 4

Color Picker

HUD Customization

Remapping

Other Options

Uligo: A Slime's Hike contains many more options than the one showcased previously. Here's a detailed list of every option available in the game

Gameplay Related

  • Gamespeed

  • Amount of energy to stick on walls (Can be infinite)

  • Number of checkpoints in the levels

    • None

    • Default

    • Extra

  • Shield mode

  • God mode

  • Boss speed

    • Slow

    • Regular

    • Fast

  • Color picker

  • In-game tips

  • Background movements

  • Hud modifier

Control Related

  • Keyboard and mouse full remapping

  • Controller full Remapping

  • Vibration Toggle

  • Hold on walls by holding the button or on a toggle

  • Quick respawn button

Graphics Related

  • Window mode

  • Resolution

  • V-sync

  • Frame rate limiting

  • Auto detect of the best quality settings

  • Quality settings

    • Global

    • Models

    • Anti-Aliasing

    • Texutres

    • Vfxs

    • Post processes

    • Shading

  • In-game color corrections

    • Temperature

    • Saturation

    • Brightness

    • Contrast

Audio related

  • Master volume

  • Musics volume

  • Sound effects volume

  • Menu sounds volume

If I could make the game again

If I could make the game from the ground up, I would remake all the options already present in the game. With all the knowledge I've acquired during this production, I would be able to recreate them much quicker while also making them more refined. I would add the ones we didn't have the time to implement.

One option that would be redefined would be the HUD modifier. The option does allow the player to move the elements where they desire, but only at predetermined spaces on the screen. Also, we weren't able to make any verifications to see if elements are overlapping each other.  If I could make this option again, I would like to allow the player to position the HUD elements to any place they desire whilst also warning the player if elements are overlapping.

An example of one option that sadly had to be cut is the ability to modify the font used in dialogue in-game and the size of the fonts in the dialogue boxes. We decided to cut the options because the HUD modifier already allows the player to upscale the dialogue boxes which also upscales the size of the texts.

Other options we wanted to add were the ability to create presets of gameplay and color options as well as input mapping presets to allow multiple players to set their preferred way of playing without hindering other playthroughs friends or family might have. It would also have allowed the player to start a new game with all these options already set up.

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