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Words, numbers and rewards on screen

Error copy that helps, one number formatter, and the reward rules players notice.

1 min read

Copy

  • Error text names the exact blocker and the fix: "Need 3 wheat", not "Not enough resources".
  • Never show raw ids, "?", "nil" or empty interpolations ("Season begins!"). Guard every string that interpolates data.
  • Pluralise and pick a/an in one helper. "Fishermans", "a Egg" and "Sword (Gold)s" all shipped from inline string building.
  • Toasts are about 40 characters with one verb. Longer ones get more time on screen. Tutorial lines stay at six words or fewer.

Numbers

  • One formatter for HUD and panels. Two formatters will disagree on screen.
  • Watch the suffix bug: stripping trailing zeros from whole numbers turns 250K into "25K" and 100K into "1K". Strip only after the decimal point.
  • Currency prefix first: "$1.36K", not "1.36K$".
  • Count-up tweens: one per key, cancel the previous one, and always land on the exact target.

Data truth

  • One denominator everywhere. "Conquer 7 more" in one place and "0/8" in another breaks trust.
  • Compute tags per item, never type them in. Every crate saying "SAVE 10%" while real savings were 10, 16 and 13% is a lie the player can check.
  • Show net values. Income net of upkeep, not gross.
  • Overwrite every mock value on a screen's first draw. Search the mockup for its sample strings; leftover demo numbers ship surprisingly often.

Rewards

  • Hide zero rewards entirely: no "+0 gems".
  • Never auto-claim. A silent join reward is never seen and quietly breaks the starting balance. Claims go through a visible button.
  • Unaffordable: a grey plate. Tapping it says how much is missing and pulses the currency counter.
  • Dedupe identical toasts: restart the timer and pulse instead of stacking copies. Cap the stack at about four.
  • Don't spoil a reveal with a generic "purchase granted" toast before the reveal plays.