Marvel Problems & Issues
Real user-reported problems, complaints, and limitations for Marvel. Based on analysis of 14 signals.
Issues by Category
Bug: Links moved and resized unexpectedly
One user reported spending over 3 hours creating and linking prototype images, only to find the next day that ALL links had been moved and resized. While Marvel fixed this within a week, such data corruption bugs undermine trust in the platform for critical projects.
No real-time collaboration like Figma
Marvel doesn't offer simultaneous editing where multiple team members can work in a file at the same time. Instead, it offers asynchronous collaboration only. Teams used to Figma's real-time cursors and instant syncing find Marvel's collaboration model outdated.
User testing removed from free plan
As of July 2022, Marvel User Testing was sunsetted on Marvel Free plans. New user tests can no longer be created on free plans, pushing a key feature behind the paywall. Users must upgrade or use Marvel's separate Ballpark tool for testing.
Rigid interface lacks flexibility
The user experience can feel somewhat rigid, as the interface lacks the flexibility seen in other design tools. While clean and simple, some users find the onboarding process steeper than other platforms despite Marvel's focus on simplicity.
Limited prototyping and animation capabilities
Marvel offers mostly basic clickable prototypes with limited animations and transitions. Users expecting advanced prototyping features like micro-interactions, complex transitions, or component states find the tool restrictive compared to Figma or Framer. The tool prioritizes simplicity over power.
Lack of innovation - same features for years
Users who have been paying for 2+ years report there's almost nothing new - the same designs and placeholders remain unchanged. Marvel hasn't evolved much compared to competitors like Figma and Adobe XD. The product feels stagnant while the market has moved forward.
No AI features or auto layout
The absence of modern features like AI-powered design assistance and auto layout limits Marvel's appeal for complex projects. Competitors have added these features while Marvel has lagged behind, making it feel outdated for advanced design workflows.
Free plan severely limited to just 1 project
Marvel's free plan allows only 1 project with no trial for Pro features. Users can barely test the platform's capabilities before hitting the paywall. Multiple users expressed frustration that they can only create 'two prototypes' (or just one according to current pricing) before being forced to pay.
No refunds for cancelled subscriptions
Marvel does not offer refunds when you cancel or if you have an unused account. Payments are non-refundable and they do not provide refunds or credits for any partial-month subscription periods. Downgrades are immediate with no pro-rated refunds.
Sketch plugin upload issues and slow syncing
Users report problems with the Marvel Sketch plugin, including failed artboard uploads in certain Sketch versions. General Marvel App connecting issues and slow upload performance have been documented. Some data may be lost when importing from Figma to Marvel.
Handoff doesn't support PSD files
Marvel's Handoff feature generates CSS, Swift, and Android XML code but won't support PSDs (Photoshop files). Teams with Photoshop-heavy workflows cannot use Marvel's developer handoff for those assets, requiring workarounds or additional tools.
No offline mode - requires constant internet
Marvel is entirely cloud-based with no offline functionality. Users must be constantly online to use the tool, which doesn't work for designers who prototype on the go, during commutes, or in areas with poor connectivity. This limitation restricts Marvel to office-bound workers only.
Slow loading times for complex projects
Depending on project complexity, it can take a long time to set up prototypes and wait for everything to load, especially on the free edition. Large prototypes with many screens cause noticeable performance degradation. Historically, the prototype player loaded all images upfront which worsened user experience.
Support delayed by UK timezone
Marvel's support team is based in the UK while customers are spread globally, leading to response time issues. The company acknowledges it's not always instant to get back to support tickets and has experimented with SupportBots to address time zone gaps.
Regret Patterns
Common reasons users regret choosing Marvel.
Hit the 1-project limit immediately
Users sign up for the free plan expecting to evaluate the tool, only to discover they can only create 1 project. This forces an upgrade decision before users can properly test Marvel's capabilities against alternatives. Many feel the free tier is too restrictive to make an informed choice.
Realized no offline mode too late
Users don't discover the offline limitation until they try to work during travel or in an area with poor connectivity. By then they've already invested time setting up projects. The always-online requirement is a dealbreaker for mobile designers.
Needed advanced prototyping features
After creating basic prototypes, users realize they need more complex interactions, animations, or micro-interactions for stakeholder presentations. Marvel's limited prototyping depth becomes apparent when trying to simulate real app behavior, forcing migration to Figma or Framer.
Team grew and needed real-time collaboration
Solo users who later join teams or grow their own teams discover Marvel's lack of real-time collaboration is a major bottleneck. The async-only workflow slows down team projects significantly compared to Figma's simultaneous editing.
Paid for a year, realized tool hasn't evolved
Long-term subscribers report paying for 2+ years while seeing almost nothing new - the same designs and placeholders remain. Frustration builds as competitors add AI features, auto layout, and other innovations while Marvel stays static.
User testing removed from free plan
Users who relied on Marvel's free user testing discovered in July 2022 that the feature was removed from free plans entirely. This forced either an upgrade or migration to alternative testing tools, disrupting established workflows.
When Marvel Breaks Down
Specific scenarios where Marvel fails or underperforms.
Project complexity exceeds basic prototyping
Marvel breaks down when projects require advanced interactions like conditional logic, complex state management, or sophisticated animations. The tool is designed for simple click-through prototypes and lacks depth for simulating real app behavior.
Team needs real-time collaboration
When multiple designers need to work on the same project simultaneously, Marvel's async-only collaboration becomes a bottleneck. Version conflicts and waiting for syncs slow down team velocity significantly compared to Figma's real-time editing.
Designer needs to work without internet
Any scenario requiring offline access - flights, poor connectivity areas, remote locations - completely breaks Marvel's workflow. There's no workaround; users must switch to tools with offline support or delay work until online.
Large prototype with 50+ screens
Performance degrades noticeably with large prototypes. Loading times increase, the interface becomes sluggish, and users report waiting significant time for everything to load. The cloud-based architecture struggles with heavy projects.
Need to integrate with Photoshop workflow
Teams using Photoshop for design assets hit a wall when they discover Marvel's Handoff doesn't support PSD files. This breaks the design-to-development handoff workflow and requires converting assets or using additional tools.
Scaling beyond 3 team members
The Team plan's base price includes only 3 users. Growing teams face increasing per-user costs, and the lack of advanced collaboration features makes Marvel less efficient as team size grows. Enterprise pricing is opaque.