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There appears to be a lot going on with this game but the UI/UX with lofi graphics and palette restraint seems to add to the confusion.

The lack of resolution means there is not enough space to add good contextual and spatial information.

Boosting the resolution for the UI elements could allow you to add more information.  Boosting the palette will allow for cleaner UI/UX which just looks cluttered when adding more lines.

Maybe break the actions down into two phases - move / attack to reduce the complexity.

With a higher resolution UI and improved UX and tool tips and tutorials this could be a fun game.

(+2)

I had a ton of ideas for how to improve the UI immediately after submitting, yeah. Just made an update trying to make it work while sticking to the resolution.

Breaking up the actions like that doesn't really make sense for what this game is. I want the action economy to be super limited and shared among all actions and all characters on the player's team, so the player only gets to do the 3-4 most important actions they can think of on most turns.
I think the answer is more to have a section with just 2-3 units instead of 5, so players can learn the basic tactics of using shields to waste the boss's time, while using polearms to prevent him from regenerating and punish him if he tries to get past the shield.