Quoted from jwilson:
If you're looking to Stern for ideas of how to do screens, don't. They're generally pretty bad at it.
For example, how they have all the scores on the screen at the same time and only marginally make the current player's larger. It is unreadable at any sort of distance.
I did a quick edit on one of your screens to show what I'm talking about.
You need to FILL the screen. It needs to be readable from 10 feet away. High contrast. Make each part bright and distinctive. I'd recommend a bolder, sans-serif font. I used Impact but Dialed In uses Gotham I think. If you're filling in letters as an achievement progress, make it obvious and make each group a different colour.
Here's an example of an excellent user interface. Mobile games are the perfect place to steal ideas from because they spend millions on making the experience on a tiny screen as compelling as possible.
Notice the high contrast colouring? Fonts are outlined. Achievement ladders are obvious and high contrast. Backgrounds are lower impact - anything foreground is outlined, versus backgrounds which are not.
Don't be afraid to straight up steal the details from them. They know what they're doing!
This is great advice and will really add to the game and give it that extra wow factor people are asking for, I build slots for a living and these are the basic rules we follow as well, look at any arcade game with a screen / slots / mobile games etc... they all follow the same rules mentioned above. I don’t think your far off I love the background scene and even that funny little 3D character, audio is quite nice as well, just needs some cosmetic tweaks