Ridable Slush game HUD over the candy world
Ride HUD, 1920 × 1080
Download JPG

Try it

Click the frame, then use ← → or keys 1–8 to step through the screens. The countdown, timer and balance pads run live.

Open full screen ↗

Downloads

PackageContentsSize
Full Unity UI kitEverything below plus fonts, SPEC.md and spec.json13.7 MBDownload ZIP
UI spritesPanels, pills, chips, pads, countdown at 1x and 2x, with the spec3.5 MBDownload ZIP
Unicorn stickers20 die-cut sticker PNGs plus the white wordmark3.2 MBDownload ZIP
Screen rendersAll 8 screens as 1920 × 1080 PNG6.8 MBDownload ZIP

For Unity: start with SPEC.md inside the full kit. It covers canvas setup, 9-slice borders, TextMeshPro fonts, the balance-pad data contract and every animation.

The screens

01 Attract: idle loop with today’s top 3
01 Attract: idle loop with today’s top 3
JPG
02 How to ride: three steps, 6 s
02 How to ride: three steps, 6 s
JPG
03 Countdown: 3 · 2 · 1 · GO
03 Countdown: 3 · 2 · 1 · GO
JPG
04 Ride HUD: score, combo, timer, balance pads
04 Ride HUD: score, combo, timer, balance pads
JPG
05 Hit + final 10 seconds
05 Hit + final 10 seconds
JPG
06 Time’s up
06 Time’s up
JPG
07 Results: unicorn rank + name entry
07 Results: unicorn rank + name entry
JPG
08 Daily leaderboard
08 Daily leaderboard
JPG

Brand on screen

Ridable brand plate with the Unicorn mode sticker

Brand plate: wordmark on solid indigo, with the Unicorn mode sticker

Always on

The brand plate sits top-right on every gameplay screen (countdown, ride, time’s up), so every photo or video of the booth screen carries the Ridable mark. Gameplay effects never cover it.

Wordmark only

Off the ride, the white wordmark goes in a corner instead: top-left on Attract and How to ride, bottom-right on Results and Leaderboard. It always sits on solid indigo, never directly on the 3D world.

Safe area

Keep all UI 64 px from the screen edges at 1920 × 1080. Text the rider has to read mid-ride is 40 px or larger; labels are never under 20 px.

Unicorn palette

IndigoBase, text on light accents#161A4F
Indigo cardPanels and cards#242A6F
PinkAccent, buttons, off-balance#EC5DAB
LimeScore, positive feedback#DCF169
PaperText, die-cut rims#F7F5FE
VioletGlows, holographic foil#9B7BFF

Unicorn mode is a campaign palette for Slush and the website’s Unicorn toggle. Everywhere else, the core Peach / Cream / Fire / Forest palette applies.

Depth: built like a sticker

Die-cut rim

Every panel, pill and chip has a 4–7 px white rim, the same edge as our stickers.

Gloss

A 2–3 px white highlight just inside the top edge. Fills run lighter at the top and settle into the base colour.

Thickness

A hard 6–8 px edge underneath in dark indigo, or a darker shade of the fill, so elements read like physical stickers.

Cast shadow

One soft shadow below everything: 20–30 px blur, indigo-black at 40–50%. Never coloured, never offset sideways.

Unicorn ranks

Not my first rodeo
Not my first rodeo0–299
Born to ride
Born to ride300–599
High horse energy
High horse energy600–899
Unfair advantneigh
Unfair advantneigh900+

Every rider leaves with a rank title. Score thresholds are placeholders until playtesting.

Game motion

Slap

Stickers, countdown numbers and titles land like a sticker being slapped on: scale 1.6 → 0.96 → 1 with a small rotation, over 700 ms.

Pop

Panels, rows and cards scale in from 0.6, staggered 80–120 ms.

Float

Score feedback (+100, −50) rises 120 px and fades out over 1.4 s.

Pulse

Only for things asking for attention: the start button and the last 10 seconds on the timer.

Exception to the motion rules: spring motion is allowed here, and only here, because it is game feedback rather than a brand element. The Ridable logo itself never animates, bounces or rotates.