In Grand Chase there are a lot of visual elements in the UI which are either represented inconsistently or confusingly. This post aims to address these issues and provide possible solutions.
Right now, there are at least 5 different fonts used to represent numbers throughout the game.
The first is the generic and completely white text which is used for showing currency, player health in dungeons, inventory space, and other miscellaneous values.
The second is the font used for representing item quantity.
The third, fourth, and 5th fonts represent bonus lives, reinforcement stone levels, and necklace levels.
I suggest that numbers follow a standard font to increase consistency of the user experience. Furthermore, I also recommend the second font presented above to become the standard font for numbers, as it looks fancy without being too distracting.
While in dungeons, health is represented by a long red bar with numbers inside representing the current/max hp values. While this representation is functional, I would like to suggest the implementation of a few customization options, which are as follows:
Have the values be displayed to the right of the health bar
Have the values display the remaining percentage of health left rather than the absolute amount
Hide the health bar and only display the values
Hide the values and only display the healthbar.
These options would allow the player to adjust the health representation in a way which fits their preference.
The skill bar which shows the skills a player can activate currently only displays activation inputs based on the default control scheme. That is to say, the skills will show a skill can be activated by pressing a, s, d, f, or g, even if the player uses a custom control scheme. I suggest changing them to at least be able to represent the letters of a-z and the number 0-9 as valid inputs.