This menu will be the first impression the player will get of the game and I tried to come up with an interesting design which also takes advantage of the feel of the game.
I wanted to give the player the feel that he is in one of the countless elevators of the Tower and a glance out of the elevator window, foreshadowing what might come.
Tower 57 is a pixelart twinstick shooter which takes place in a 1920's retro-future world.
you can follow the games Devblog over at IndieDB
How much is feasible depends of course on the amount of funding we can secure.
usually you look through the menu 1 time.
His has a little positive feedback since the player can play around and gets a reward (moving bg)
Then you need the options like 1 time for this game, most likely if you set it up.
in 99% of the cases you either will use 1,2 or 3 which need 3 clicks to reach (fast) or you can directly open them via the keyboard commands (maybe even per special buttons)
In fact on consols you also hve to choose via joystick.
So just from the UI design it shouldn't be handled too badly.
Now, that is what I call a “creative menu” ! Two things I notice:
1. When the cursor reaches "6. Quit", 1/3 from "1. Local game" is cut off, while the others don't do that...
2. ... besides when you're on "1. Local game" itself, which cuts the 6 from "6. Quit"out.
If you can fix those tiny issues, it would be perfect !