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Oh I saw the video! I tried to drag them into the lil' slots and they disappeared so like... I thought I'd solved it LOL

Yeah that makes sense haha. I think a previous commenter said they tried to do the same thing! Originally the visual guide was supposed to be a single texture, but the artist initially forgot to add the visual guide to the menu art. As a quick fix to not waste her precious time (she was truly grinding and busy as hell lol) we tried to use the already-given fruit textures. In the process I messed up and somehow gave them the same logic as the colored, draggable fruits haha. And then we all somehow forgot to adequately test this game and none of us caught this issue before submitting. So that’s why they behave as they do; they’re supposed to be a still image purely for reference!

Do you think that changing their color, position, rotation, etc would help in communicating the minigames intended behavior? Or do you think just making them non-draggable and having the “can’t drag here” mouse icon show up on the mouse cursor when dragging to them will be sufficient enough.

I think the color might help. Right now it makes me think of "the square hole" if you know what I mean. Additionally maybe having the fruits store the last "position" they were at on the stand, so that if they're dragged somewhere off of the stand they just snap back there (I ended up with that logic for my game and I felt it worked nicely to prevent stupid players unintended issues)

Sounds good, I’ll play around with the UX a bit more with consideration for those two things and see what I can do. Thank you so much!