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It may have been difficult to understand that the slider at the bottom of the screen was for adjusting the amount of light. We feel we didn't have enough time to get the UI optimally designed. Also, we didn't study enough about title fonts. It looks like we've chosen a font that isn't very popular. In the future, we would like to learn fonts that will be enjoyed by English-speaking people. By the way, what kind of font do you like? Thank you so much for playing.

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Well it depends, it's not so much a question of what fonts I like, because it's a decision that needs to be made in the context of its overall use, right? Like in the case of your game, the in-game color pallet and design motifs read kinda like a late 1800's - 1910's, old-timey  vibe. You used  warm colors, golden surfaces, and organic swirling shapes for the structure that hold the glass terrarium and UI elements.  It feels like an ornate, or refined script may have been more in line with the game's tone, than the contemporary, casual feeling font you did select in the end. Another thing to note, the color selection for the thumbnail and title treatment is also off because again it's very bold, modern feeling colors: pure white, vivid green, and an orange color; colors that aren't really featured in the game itself. So, making these kind of design decisions is more about putting two things side by side and asking, does this go with that? And in order to bridge the gap between two elements, they need to start to share design qualities, whether is color or line weight or flow and shape. I hope this is helpful.

Thank you for your kind and detailed reply. Indeed, there are many complex and very important factors that determine a font. For our art designers, what you have taught has been a very valuable suggestion. We understand that we must study to create game visuals that are consistent in design and consistent in quality. Thank you for your devoted advice. It will be a great opportunity to learn from now on.