A useful distinction
Points can reward an action, a progress bar can show completion and a victory message can identify an ending. They need not mean the same thing. A player should not have to infer the winning condition from a counter that measures something else.
Put it into practice
Label each display in a prototype with the quantity it represents. Choose a short fictional play sequence and update all three signals on paper. Remove any display that does not help explain the player’s current position or the next decision.
