I would put in a script that checks for the value of the points, and as they surpass a certain parameter the TextureId of the GUI covering the player's screen would change based on blurriness.
For example (this isn't actual functioning code; it's probably flawed)
script.Parent.Changed:connect(function ()
if script.Parent.Value 10 then
script.Parent.Parent.Parent.Parent.StarterGui.ScreenGui.ImageFrame.TextureId = "asdf"
elseif script.Parent.Value <30 and...
..and so on. |