Finally, with regards to UI, our game was extremely simple. While simplicity is not bad -- and in fact, very often a good thing -- there were a few UI elements we would’ve liked to add. One such idea was to have power ups be stored by a cat, and used at the press of a button whenever the player wanted. Then, we would have an icon for each powerup next to the cat’s King meter in the bottom right of the screen. This icon would be there until the player used that powerup, and if it was a time sensitive one, like speed boost, it would start flashing when time was about to run out, before finally disappearing once the effect had worn off. This feature required adding a brand new mechanic to our game with powerup holding, which, while interesting to pursue and potentially adding more depth and strategy to the game, we decided wasn’t worth our time with the fast approaching deadline. Another UI element we almost added was a player indicator above each cat. This was one of our biggest complaints in playtesting, and suggested by a few players. In the end, we decided to implement the cat selection screen instead, which addresses the problem of people not knowing which cat they are by letting them choose their color.