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I am playing this on Linux using Wine.

In the tutorial, it would help if you could add something to show what icon you are introducing and asking people to use for the first time. Either highlight the actual icon/button when it is mentioned the first time, or include an image of the icon in the dialog box. The icons are reasonably intuitive, and there are not many, so it can be figured out, but it would be nice to have.

The "Create quest" button could use a bit more contrast with the background. The Quests UI could use some work to improve clarity overall. The color picker felt really tiny on my screen. I understand that it is new, and that theming can take a lot of time, but a basic first pass to give some contrast and basic margins, would help a lot with readability/usability.

While adding UI elements, such as buttons, as prerequisites are met can work, there needs to be some guidance on what is still to be done. As I worked through adding the first Quest and Quest Category I got to the screen where you can eventually "Lock in quest". It was not immediately clear that I had to fill in the "Estimate Pomodoros" field to proceed. I was looking for the button to save and continue. Rather than hiding it, I think it would be better to show it, but have it disabled. It will help those like me who want to see where the button is and understand the screen before proceeding with doing anything. This is another nice to have for the future thing, but adding a highlight of some sort on the things that still need to be done to continue, would also help.

I added the quest and then minimized it and did other things. When I came back, nothing seemed to have happened. I appear to have missed pressing “Start pomodoro”. That button should be more prominent, and needs to change (such as being disabled) once started to give a clear indication it worked/is in progress.

I think the new Quest system is a good idea and has a decent start, but in its current state it is not intuitive.

It would be nice if there was a way to reset your progress, or at least pull the tutorial back up. I manually cleared the save data so I could start over to be accurate on my comments about it.

You have 3 “Resources”, with Knowledge in the middle. It looks like Knowledge is not consumed when placing things. I would include some wording about this. It looks like the Building screen is a shop and you spend Knowledge there, but none was consumed when I placed things. With it being mentioned as a resource alongside 2 others that do get consumed, and being in the middle of them, it feels like an explicit explanation about which are consumed vs not might be helpful in a tutorial.

After placing the cauldron, the character moves to the right side of it. When I placed it to the right of the character, the moved over and kept faceing to the side, with their back to the cauldron. I did not see any mention this would happen, and could affect how people place it. I also do not see how to move the character around. With much of this idler being about deigning and placing things, I think that being able to position your character would be an important feature. When I clicked on them they jump up, and go back to their starting square for a second before returning to the one they had moved to.

I hope this doesn’t come across to harshly, since it is mostly pointing out things I’d change. I know there was a big change made, and there is a lot in progress. I think you are heading in the right direction.

(+1)

This is perfect feedback thank you. I do appreciate you pointing out these things and I do agree with everything you said.

For Sprint-9 hopefully I'll be able to improve the tutorial system and UI for the Quest system. I don't think I'll be able to improve the Study Buddy by then, but it is on the list.

Looking forward to playing your game in the next sprint :)