BC-0224 · TROUBLESHOOTING
Editorial review 2026-09-27
Build Visual Style Is Inconsistent
Visual consistency does not mean every object must look identical. Compare elements with the same gameplay role and decide which cues should remain stable, while preserving useful variation for different roles or regions. Fix a conflicting visual rule, not every deliberate contrast in the scene.
Symptom
Comparable visual cues imply conflicting roles or equivalent roles use confusingly unrelated cues.
Immediate action
Compare concrete elements by role and state before declaring their difference unwanted.
Diagnostic branches
- Different roles share a cue that misleads a gameplay decision.
- Reserve or distinguish the cue by the intended meaning.
- Different appearances communicate a legitimate state or region distinction.
- Preserve that useful variation rather than flattening it.
- The restyle also changes route or contact behavior.
- Separate that functional regression from the visual consistency repair.
Least-destructive change
Align the conflicting role cue while preserving meaningful exceptions and existing mechanics.
Retest
- The same visual rule communicates the same role in the compared states.
- Necessary completed-versus-unfinished distinctions remain visible.
- Route and interaction behavior remain deliberately unchanged.
Escalation
Retain the role rule and counterexample if the style remains inconsistent. No exact asset reproduction, design-system control or tested player-recognition improvement is claimed.
Working notes
Choose concrete elements that currently communicate contradictory expectations. If a harmless decoration and an active hazard use the same distinctive warning treatment, the issue is a role cue. If background districts use different palettes without confusing the route, that may be intentional variation rather than inconsistency.
Write a small visual rule by role: which shapes, contrast or effects identify hazards, objectives and neutral scenery? Base it on the readable working example already present where possible. Avoid demanding identical assets, copying a protected style package or inventing access to a global style control.
Preserve exceptions that communicate a real difference. A completed objective may intentionally use a different treatment from an unfinished one. An exceptional high-priority warning needs an explained role rather than being flattened into the neutral background for visual uniformity.
Inspect whether the revised cue improves recognition without changing the mechanic. If restyling a hazard changes its passable geometry or contact behavior, record that separate regression. Consistency is an information contract as well as an aesthetic choice; the visual cleanup should not silently change what the player can do.
Examples
- Role conflict: decorative flowers and damaging obstacles share the same bright warning outline. Retain variety in their colors if desired, but reserve the chosen warning cue for the authored hazard role.
- Legitimate exception: the destination marker changes appearance after completion to show that its task is done. Keep that state distinction instead of forcing the completed and unfinished markers to look alike.