Buttons - But not really

Buttons - But not really

Recently I wrote a few articles about buttons but sometimes not even the greatest of buttons are as good as the other option - no button at all.

Wait, what? No buttons? When? How? Why?

Buttons are really helpful for the player to make decisions in-game (do I want to open the shop, look at my missions or play a level) but in some cases, we have only a single option therefore buttons might not be the things we need.

Only one option - to collect the prize and close the popup


What can we do instead?

Instead of forcing the player to click on the button - use a screen click to activate the button's function.

Click anywhere on the screen

This is good progress but now, let's remember what I mentioned in the beginning, the player has no choice here, and we are making them take extra actions.


What about auto claim?

The popups are important to show the player the winning they got but we want to have the player playing as fast as we can, this is where we use auto-claim.

Basically, after a small amount of time, we act like the player clicked the claim button and continue the flow.

The time to auto claim is usually visible for the player using a small progress bar as you can see below.

small progress bar for auto-claim


Note that we don't always want to use the auto claim but in many cases, this will get our player playing faster, especially when we have things like auto spin enabled.


Are there any other places you find that make you press a single button you have no choice but to press? Where? How would you fix them?

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