Enhancing Puzzle Solving in Okay? Through Strategic Hints

Julie Park

Passion Project Overview:

“Okay?” is a beautifully abstract puzzle game known for its silent UI, challenging levels, and minimalist aesthetic. But for many players, the challenge crossed into frustration—especially on high-difficulty levels with no guidance or reward. Players were uninstalling before they had a chance to enjoy the deeper gameplay.
I redesigned the hint system as a last-resort tool, introducing subtle, well-timed guidance that reduced friction, protected the player’s sense of autonomy, and kept them emotionally engaged.
This wasn’t just a popup, it was a retention-saving feature that respected the game’s core design values.

The Challenge:

Repeated Failure = Frustration Spiral Some levels had players stuck for 5+ minutes with no help, which increased rage-quits and uninstalls.
No Safety Net = Higher Churn Without a smart assist feature, the game risked losing players right before they were ready to convert or emotionally invest.
Help Without Hand-Holding A traditional hint button would have clashed with the game’s elegance. The system had to feel like a gentle nudge, not a solution dump.

Strategic UX Approach

1. Trigger Design: Behavioral Thresholds
I analyzed player behavior across puzzle games and implemented a 5-failure threshold before triggering a hint popup. This aligned with key frustration tipping points in casual mobile players (often between 3–7 tries).
This allowed:
Most users to try freely
Struggling players to feel seen
No hand-holding for puzzle-lovers
2. Language That Respects Autonomy
I wrote microcopy that:
Never used the word “hint”
Framed support as a subtle suggestion
Gave just enough to reignite curiosity, not solve it
3. Minimalist Popup Design
I collaborated on the layout and recommended:
Light opacity overlay
No sound effect or animation
Tap-to-dismiss hint text, no buttons or UI clutter
It had to feel invisible until needed, and disappear just as quietly.

Results (Projected Outcomes):

Though concept-based, this system follows best practices used in top mobile puzzle games:
Uninstall Rate on Tough Levels
Player Time on Level (with less frustration)
Retention Beyond Level 10
Player Confidence & Flow

Why It Matters:

Great game UX doesn’t just teach—it comforts.
When a player hits a wall, the right words—at the right time—can be the reason they stay.
This project shows my ability to:
Use content strategy to reduce churn
Design emotion-aware microcopy
Maintain minimalist design standards
Increase product stickiness through UX writing alone
Because UX writing isn’t decoration—it’s decision support.
Like this project

Posted May 26, 2024

"Okay?" is a cool puzzle game with abstract shapes and tricky levels. We added smart hint popups to help without reducing control, ensuring a great experience.

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