A game detail page for a made-up browser game, built around one idea: let players try the game before they decide.
The brief: design one desktop page for a made-up game that explains it, excites players and gets them to press play.
Most game pages miss one side. Browser game portals let you play instantly but say almost nothing. Game stores say everything, but they’re built for buying, not trying.
I benchmarked game stores, browser game sites and game websites on the web and through a connected MCP, and kept one idea from each:
The numbers backed a quick one-button game: 99% of browser playtime goes to hypercasual or puzzle games, an average session is about 30 minutes, and 69% of players are fine with cosmetic purchases.
From that I wrote three quick personas. They’re not from interviews, so I treat them as a starting point to test.
Players decide fast. Instead of a trailer, the hero holds a 30-second playable demo with no sign up. Right under the title, quick tags answer “does this fit my day?”: 90-second rounds, one button, all skill, solo or with friends.

Every section answers one question, from “What is it, and is it fun?” down to “Ready?”. How to play, modes, who’s playing, what it costs, reviews, then details and FAQ. Each section ends with something to click.

Players in the region watch streams and like playing with others. A live ticker, today’s leaderboard and a weekly tournament countdown show the game is alive, and give Adi something to climb.

Players are fine paying for looks but hate pay to win. The rewards section leads with “Free to play. Fair to win.” and labels the season pass Looks only. In a skill game, the leaderboard is the product.

Each section has one main yellow button; the other option is the demo, an easy yes. Once you scroll past the hero, a sticky bar keeps both close. Returning players see Keep playing instead.

This is a self-exploration, so there’s no live data yet. Here’s how I would know the page works:
The Figma file is built to hand off: 49 tokens, 20 text styles and 20 components, all in Auto Layout, with every state as a component variant.
The personas came from market data, not interviews. Before trusting them, I’d run quick chats with five players per persona.
Next I’d test the hero with the demo against a still image, whether the demo replaces Play for free or warms players up, whether the season pass hurts trust, and the mobile version of this page.