I've been playing around with the Mines mock and built out a few different options for the chips, reveals and explosions. There are four versions of each, plus a working board at the bottom so you can actually try the combinations rather than judging everything from big renders. It's all live CSS, vector and canvas, so these are running at the actual size we'd use in the game.
01The chipclick one to set it everywhere below
All four use the actual CoinPoker mark from ICON.svg. Brand red #C0180C, gold #F0C35A.
02At actual board size132px
The important thing for me was seeing these at 132px rather than judging them as massive renders. At that size they need to read against all the other tile states. Left to right: revealed / revealed / revealed / pressed / resting / hovered.
For the hover I tried the gradient rim idea. The gold/red edge starts to light up underneath the tile, then when you click it the face physically presses down. I think that works nicely because hover and click feel like two stages of the same interaction rather than two separate effects.
Denomination climb. I also tried something slightly different here. Instead of using the same chip all the way through a run, the chip could change as the multiplier increases — so you might start with Ceramic, move into Casino and eventually reach Value. It gives the player a visual sense of how deep they are into the run without having to look at the multiplier every time. I'm not 100% sure whether it's too much yet, but I think it's worth trying on the full board.
03Safe revealall four looping
I built four versions. They all start in exactly the same way — the tile presses down and the CoinPoker mark pushes out slightly for about 120ms. I really like that little bit. It makes the tiles feel physical rather than just buttons changing state.
01Toss & settle
The chip comes in, lands on the tile, squashes slightly and settles. This is probably my favourite because the chip actually feels like it has some weight.
$1.45
1.45×
02Dealer flip
The whole tile flips and reveals the chip on the reverse side. There's a little sweep of light across the edge halfway through. Feels more traditional casino/dealer.
$1.45
1.45×
03Punch-up
Much quicker. The chip gets punched up from underneath the tile with a ring of light around it. This one is probably better if someone is clicking through Mines quickly because it doesn't hold the game up.
$1.45
1.45×
04Rail slide
The chip comes off the multiplier ladder, spins across and lands on the tile. I wanted to try connecting the ladder and the board rather than having the ladder just sitting there as UI. Not sure if it's too much, but interesting to see it working.
$1.45
1.45×
SPEEDLAND GLOWEDGE SWEEP
There are speed controls above so you can try them slow, normal or snappy.
Land glow. I've also put a bit of light behind the chip on a successful land — a field of particles that gets dragged into the centre of the tile under a gold and a red light, so the chip arrives into something rather than just appearing on a flat tile. It sits behind the chip, runs for about the length of the reveal and then clears. Toggle it above if you want to see the reveals without it.
Edge sweep. On top of that the tile edge lights up and the light runs all the way round it once as the chip settles — gold leading, brand red following about a third of a turn behind. It's a stack of inset and outset shadows on the border, revealed through a rotating cone, so the glow stays welded to the edge rather than floating over the tile. It replaces the plain rim flash that was there before.
04The explosion
I didn't really want to put a cartoon bomb icon on the tile. It immediately starts looking like a generic Mines game and I think we can do something much better using the chip itself. So the mine reveals exactly like a normal tile at first — you don't know whether you've hit a safe tile or a mine until the actual explosion happens. I tried four versions.
FORCETILE SHAKE
THE CRATERpick one and it applies everywhere, including the board at the bottom
After the explosion I wanted something left behind on the board rather than the tile simply switching off. There are four versions.
THE PAIRthe chip and the crater at 96, 48 and 24px
CHIP CRATER
This bit I think is quite useful for what Tomas was asking for. The chip and the crater become the two main branded objects — so rather than designing a separate cartoon bomb, the explosion creates the bomb asset. Once the smoke clears you're left with the CoinPoker mark burned into the board. That crater can then work as the static mine icon elsewhere, in promo graphics, loading states and so on. If it needs to work really small, I'd go with Brand.
05What I'd probably ship
CHIP
Ceramic → Casino → Value
If we only want one chip, Casino is probably the safest. I do really like Mark though because it feels the most specific to CoinPoker — you couldn't just swap another casino logo onto it and get the same thing. The denomination climb might solve that nicely: start simple and let the chips become more valuable-looking as you get deeper into the game.
REVEAL
Toss & settle, with Punch-up for fast play
Toss is my favourite visually because you actually feel the chip landing. The downside is that it's longer. So I'd use Toss at normal speed, then switch to the much quicker Punch-up animation during auto-play or rapid clicking.
EXPLOSION
Shards, with Detonation as the mobile fallback
Shards feels the most specific to this game because we're blowing apart the actual object the player has been collecting. Detonation is bigger and clearer when everything gets tiny. Embers looks great but I'd probably save something that heavy for a higher-end version rather than running it constantly.
Whichever direction we go, I'd definitely keep the tile press and the crater. Those two little things do quite a lot to stop the board feeling flat.
06Play it
At the bottom I've put everything onto the actual mock so you can try it properly. You can change the reveal style, hover behaviour, grid size, mine count, chip, explosion and crater — then just play the game and see how it all feels together.
REVEALHOVER
BALANCE$999.00
86.4%
CHANCE
2,231×
MAX WIN
GRID
MINES3
AUTO-PLAY
FOUND 0 / 22 ROUND PAYSUSD
$0.00
1.00×
NEXT TILE SAFE 86.4%
The maths is also live rather than placeholder. Multiplier 0.97 × C(25,k) / C(22,k), chance (22−k)/(25−k), max win 2,231×. That matches the numbers in the original mock, and changing the grid or mine count updates everything with it.
07Code
None of this is rendered video, so if we like something we're already pretty close to the actual implementation. I've separated everything out into:
The mark is pulled directly from ICON.svg, so it stays vector at any size. No external images, fonts or dependencies. The whole prototype is self-contained, so you can also just save the page and keep the lot.