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EasyMenus
Difficulty Selection Screen
Design the pre-start difficulty picker for a game menu. The player is choosing between easy, normal, and hard before beginning a run.
Treat it like a decision screen, not a settings page. The choices should feel immediate and game-native, with clear visual weight and a strong default.
Each difficulty needs a distinct label treatment and a short payoff cue so the player understands what changes without reading a wall of text.
The layout should support quick comparison, then a single confirm action that starts the game with the chosen difficulty.
What to deliver
- Design the three difficulty options with clear selection states.
- Add a short descriptor or hint under each option.
- Include a primary start/confirm action tied to the current selection.
- Show the default selection and how it changes when the player taps another option.
Use one-line descriptors that describe the experience, not the mechanics — for example, "more forgiving" or "for players who want a challenge".