Artwesome Mobile Game GUI

Last Updated on August 12, 2026 by Editorial Team

Cheers to Muhamad Rizqi (from Artwesome) for sharing this awesome mobile game GUI with the design community!

The package contains:

  • homepage and gameplay GUI
  • level select page
  • achievements page
  • high score page
  • options page
  • store page
  • lots of buttons and icons
  • failed, finished, and pause windows

Enjoy!

What you’re looking at here is the level-complete screen, one of the most important moments in this mobile game GUI kit because it’s the payoff screen players see the most.

The design leans into a bright, candy-colored cartoon style: cream panels framed in lime green, a chunky orange “Finished!!” banner with a beveled edge, and gold stars with thick black outlines that pop against the softer background art.

Everything reads instantly even at a glance, which is exactly what a results screen needs to do when a player is mid-session and just wants to see how they did.

The star rating system is the centerpiece, with two filled stars and one greyed-out star showing partial completion. That greyed treatment is a small but smart touch since it communicates “almost there” without needing any text.

Below the stars, the score and top score fields sit in plain black type on the cream card, keeping the numbers legible against all the surrounding color and gloss.

The blue Facebook share button and the orange store icon button round out the panel, both styled with the same rounded, glossy button language used throughout the kit so nothing feels bolted on.

Navigation arrows and a replay icon sit along the bottom in yellow, matching the gold of the stars and tying the whole screen together as one cohesive unit rather than a stack of separate pieces.

Where This Screen Fits in a Game UI

This kind of level-finished popup is a natural fit for casual mobile games: puzzle games, endless runners, physics games, match-three titles, and any level-based game where progress and scoring matter.

The star-rating pattern in particular is a genre convention, so players will immediately understand it without any onboarding.

It also works well as a reference or starting point for hyper-casual prototypes, game jam entries, or portfolio pieces where you want a polished results screen without building one from scratch.

Because the visual language is playful and rounded rather than tied to a specific theme like space or fantasy, it adapts easily to a wide range of casual game aesthetics, from farming sims to bubble shooters.

If you’re customizing this for your own project, the easiest place to start is the text layers: swap “Finished!!” for your own level-complete phrase, and update the score and top score fields to pull from your game’s actual variables.

The star icons can be recolored or swapped for other progress indicators like coins or gems if that fits your game’s economy better, since the outlined, flat-shaded style is simple enough to replicate in a matching color.

Because the button shapes and bevel style repeat across the kit, any new buttons you add should mimic that same gloss highlight and drop shadow so they don’t look out of place next to the originals.

Pairing this screen with the matching level select and pause windows from the same kit keeps your whole flow visually consistent, which matters more than most solo developers expect since players notice inconsistency in UI faster than in almost any other part of a game.

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