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Yes, the tutorial is not bad, and the 'Start Combat' is just right side the card. However please try to understand this from my perspective. I don't really play games that much recently, although in the past I have played Skyrim, Metal Gear Solid 5,etc., and also mobile games like PUBG. Have also played text games. I had no problem identifying buttons or such in any of these games, and that's the point I'm trying to make.


Just like how every website has it's own design pallete for buttons, links, cards, etc., making sure that every similar element looks the same, so should be for the UI of a game.


I think one of the following things may work:

1. Giving the text some background effect so it catches the player's attention.

2. Giving uniform styles to buttons throughout the game (or at least the tutorial).


TLDR; it's just me being dumb, but you can also use this feedback in a constructive way. I mean I've already typed such a long reply. Surely we can't let it go to waste, right?

Well, the TLDR goes at the beginning of the comment, not at the end. You made a Postscript.

The game tells you exactly what to do. You don't need anything more than to read and follow the signage that lights up in the text box, which fulfilled your point 1. In addition, it uses the color red, which is universally used for engage in all types of turn-based games.

Perhaps it could be inside an entirely colored box, as if it were a button, but it would lose the minimalist, cyberpunk artistic design.

P. S.: Hey, I didn't make the game, I'm just someone who is playing it.

(+1)

Very solid feedback! Although it's intentional that start combat/continue/skip has a different style than the other buttons, maybe we can gives it an animation on the border to make them more button-y!

(+1)

add big, red clickbait arrows you'd see in 2019 youtube thumbnails to the tutorial