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Wireframe example for Difficulty Selection Screen
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Difficulty Selection Screen

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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.

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Use one-line descriptors that describe the experience, not the mechanics — for example, "more forgiving" or "for players who want a challenge".

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