I appreciate the sentiment on the presentation, while I'm leaning a lot on the work of the dev I've been basing my engine off of (SNKRX), I've been putting a lot of effort into my recent projects with regards to the polish, look and feel of things (except colour theory, still gotta work on that)
That said my UI could definitely be improved to help with learning/understanding the game, I'm of the opinion that a game shouldn't need any tutorial and if it does then the language of the game failed the player, so let me try be more explicit and clear in this longform-text context:
- Orbs are the circles that spawn one at a time
- An orb could have two possible 'connection' requirements to other orbs:
1. a direct connection (shown as green text), which means for orb A that needs C you need to connect A -> C
2. an indirect connection is enough (shown as black text), so for orbs A and C again, it could be done like: A -> C, or A -> B -> C, or A -> 1 -> 2 -> ... etc ... ->1000 -> C, this is what I meant by 'transitively', I was hoping for the Set-Theory's "Transitive Relation" definition to act like a shortcut in the limited space
- Any orb who's requirements aren't met will be highlighted in 'red', while 'green' highlights all requirements met
- While hovering over an orb you can see all its 'direct' connections and orbs highlighted in yellow, this was one QoL feature I think I should've polished a bit more of to be more self-evident
Thanks for checking the game out, I'm not sure how to modify the 'tutorial' text to include the above instructions so I'll try add these to the description in hopes it helps others, if you've got ideas/suggestions I'd be more than happy to hear them
Cheers!