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Wireframe example for Level/Checkpoint Selection
An example interpretation of the prompt
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Level/Checkpoint Selection

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Design the screen players use to pick a level or checkpoint to replay. This is a menu, not a map: the player should be able to scan the available options and understand where they are in the game’s progression without extra taps.

Each level or checkpoint needs enough context to be recognizable at speed. Show the name, position in the sequence, and any useful replay info such as completion status, best time, star/rank result, or a small preview if the game supports it.

The layout should make the current chapter or world clear, while still letting players move between groups quickly. If checkpoints sit inside a level, the hierarchy has to read cleanly so players know whether they are replaying the whole level or jumping into a specific moment.

This screen is interesting because replay intent changes by player: some want a missed checkpoint, others want a favorite challenge, others want to improve a score. The design should help all three without turning the screen into a wall of equal-looking tiles.

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Use one visual cue for progression and one for replay state, so a player can tell both where the item sits in the game and what they already earned from it.

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