Use the Lilita One font (chunky and bold) for the score and the timer.
View code
game.add(new TextSprite("SCORE 1250", x, y, {
fontFamily: '"Lilita One", sans-serif', fontWeight: "400",
fontSize: 64,
}));
Scores, timers, and names in a font that suits your game, and why titles and buttons should be pictures instead.
Try each example, then copy the words under it and paste them to your AI. You can also send your AI the link to an example.
Minimo games can use ten hand-picked fonts. Each one suits a different kind of game.
Use the Lilita One font (chunky and bold) for the score and the timer.
game.add(new TextSprite("SCORE 1250", x, y, {
fontFamily: '"Lilita One", sans-serif', fontWeight: "400",
fontSize: 64,
}));
Show the score in white with a thick dark outline, so it reads over any background.
game.add(new TextSprite("SCORE 1250", x, y, {
fontFamily: '"Lilita One", sans-serif',
fontSize: 56,
color: "#ffffff",
strokeColor: "#0b1f5c",
strokeWidth: 10,
}));
A score that counts up and pulses feels like a reward; one that just changes is easy to miss.
Tap the example to score 100 points.
When the player scores, make the score count up to the new total and pulse.
shown += Math.ceil((score - shown) * 8 * dt);
scoreText.text = `SCORE ${shown}`;
game.animatePulse(scoreText, 1.2, 180);
Text is for things that change during play.
A title or a Play button drawn as an image looks like a game; the same words typed in a font look like a form.
Ask for your title and your buttons as images made in the same style as the rest of the game, and keep fonts for the score, the timer, names, and counters. Instructions do not belong on the screen either: a good game teaches itself with a first easy obstacle, an arrow, or a target that pulses.
Make the title and the Play button as images in the game's art style, not as text.