4748d No.1937
just finished reading abt how indika uses
px contrast to layer conflicting experiences and it's such a wild way to handle narrative flow. instead of using visual cues just for hierarchy, the devs use them to create multiple interpretations of the story.
it basically turns gameplay friction into a storytelling feature . has anyone tried applying this kinda
sensory dissonance when prototyping in figma?
article:
https://uxdesign.cc/the-ux-of-contrast-what-indika-taught-me-about-designing-intentional-contradiction-c880e9eaf084?source=rss----138adf9c44c---4