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Immersion was also a major factor when designing the UI. We want players to feel as if they’re working inside the toll booth, even while role-playing as Dewi.
To simulate Dewi’s daily work of handling multiple tasks at once, we made the multiple rules and guide papers floating windows that the player needs to organize on one screen, immersing them in the hectic work-life of a toll keeper. This was a risky move because it could overwhelm the player with information. To handle this, some windows close automatically. For example, the rule page closes itself after an inspection (we assume the player won’t check the rules again after inspecting a vehicle). This mechanic greatly reduces the clutter on the screen.
Another way we increased immersion was by changing the UV light. In earlier iterations, pressing a button would reveal all fake bills instantly. This made counterfeit bill checking too easy and had little impact on the player. With that in mind, we overhauled the UV light, making it a cursor with a smaller light radius that the player must physically pick up and shine on each bill individually. This increases player satisfaction when they discover a counterfeit bill and, in turn, increases immersion.
A simple case is how we denominated the money values to single and double digits (5 and 10) to make in-game counting easier, even though our reference, Indonesian bills, is in the thousands.
For bigger changes one example is the gate opening button , it previously was a slider. A slider should have the effect of direct player movement affecting the game world; however, in testing, the slider was a hassle to play with because of its small size and it became tedious after 10 in-game days of sliding the same lever. Finally, we decided to make the gate opening button a "hold" action instead, and it's also upgradeable later in the game to make it open faster and with a hotkey.

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