I flagged this NPA due to alpha channel usage (on the fonts and the mouse pointer) - the pixels were placed by hand and not by autosmoothing or something, but anyway. These are not mockups, but actual output from the engine (for my sidescroller pew pew game thingy, in case you're wondering :)).
I'd really appreciate some c & c on my user interface and fonts. I have a lingering feeling that the "blocky" font displayed in the window caption/buttons/etc is perhaps a bit too bold, but I'd like a second opinion.
The pseudoscript font doesn't seem to work at all on controls, I've tried. It's fine for labels though, but mostly it's intended for small story segments between levels. The capitals in it bother me slightly, but I haven't nailed the reason down yet.
First, some buttons, checkboxes, sliders etc:

The difference between a focused and an unfocused window, featuring the mouse pointer as well:

Then the fonts themselves - the ones at the top are raw textures and the two labels at the bottom are what they turn into after they go through actual text output:

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edit:
Oh yeah, these are all blown up to 2x when drawn, they're just resized to 1x for the screenshots. Anyway, tried something with the fonts:

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