Mistake: every element demands attention
When every panel uses bright gradients, thick outlines, glow, and large type, players cannot tell what matters. Reserve the strongest treatment for the primary action or state.
Mistake: designing for one screenshot size
A layout that only works at 1920×1080 is not responsive. Test narrow and wide viewports, content growth, inset behavior, and touch reach.
Mistake: treating a flat image as finished UI
A screenshot cannot update a price, change a selected item, scroll a list, or expose a real button by itself. Reconstruct dynamic content and controls as separate objects.
Mistake: omitting non-ideal states
Empty inventories, unaffordable items, network waits, errors, and disabled actions happen in production. Design and test them before launch.
Mistake: letting the interface decide game outcomes
The client can request an action and display feedback, but the server must validate valuable or privileged outcomes. A polished button is not a security boundary.
Mistake: shipping an unreadable Explorer hierarchy
Names such as Frame42 and TextLabel17 make scripting and maintenance harder. Rename structural and interactive objects according to their role.

