As an evolution of the Marble Madness formula, The Little Ball That Could was a challenging project that required dealing with three distinct UI and UX paradigms. Given the fact that the game is available for smartphones, desktop PCs and consoles, it was required to investigate and apply design principles per-platform, while keeping the unified style specific to the brand. Performing A-B testing, direct observation and collecting survey data on UI flow intuitiveness was a top priority. A strong emphasis was put on input feedback and subtle visual effects in the UI that reinforced the ultra-minimalist art style of the game itself – for instance, the dominant accent color would change as the new worlds are unlocked, and the main menu scene would change as well.