INSANITY is a classic battler game with horror elements. The story takes place in a psychiatric hospital after a mysterious incident. A place that was once safe has become an arena for bloody battles. Each floor brings new threats. The player must move through dangerous locations and escape the hospital.
Our goal was to design interfaces for the game’s battle system. We wanted to keep the familiar experience that battler fans expect and show the project’s unique mood.
Role
Lead product designer
Responsibilities
UX/UI
Period
2025-2026
Challenge
The main challenge was to create an interface that keeps familiar battler mechanics but makes the game more memorable. Players in this genre quickly understand common interaction patterns. New ideas had to fit naturally into the game and stay easy to learn.
I was responsible for UX and supervised the UI during screen development. The key goal was to balance visual impact with ease of use. The interface had to stay clear, show every screen and element state, and remain easy to read during intense battles.
Requirements
Battler games have an established game flow, so it was important to keep familiar player actions. The interface had to help players understand what was happening, react to their actions at the right time, and keep their focus on the game. Each decision helped the player understand what was on screen and what actions were available.
Solutions
Before design work started, we studied the target audience and popular games in this genre. We reviewed competitors’ interfaces, player feedback, and player experience. This helped us find strong mechanics and avoid common issues.
Based on this research, we built the main game flow: main menu, world map, local map, battle preparation, battle, results screen, and character upgrades. This flow made the game easy to understand and kept it dynamic.
Map navigation was also important. Players need to understand their position and progress at all times. The current level is clearly highlighted, and completed stages are easy to see. Each event type has its own visual style: regular battles, boss fights, and rewards. Small details, such as blood drops on levels, support the story and show that the player can still improve their result.
Battle preparation is another important part of the experience. Players can combine melee and ranged characters, consider their factions, and check the enemy’s strength before the fight. Faction filters help players build a team quickly. When a player selects five characters from one faction, the interface clearly shows the active bonus with a special pentagon indicator.
The battle screen is the center of the game. It had to feel fast and brutal while staying easy to use. Players should enjoy the battle and still be able to affect its result. We added active skills with limited uses, clear character health bars, and team status indicators. Familiar features such as pause, battle speed, and auto-battle let each player choose how they want to play.
Results
The game is currently in the MVP development stage.