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(1 edit)

It looks like a lot of progress has been made since I last played. The tutorial feels much better, though it still takes playing through to really learn all the pieces. The visibility of the threat and other zones are much easier to see. A lot of text is more readable.

I would recommend adding a slight margin so that text does not run up to the edge of its container. 1 or 2 pixels is likely enough at this scale. You could potentially add a Content Margin to the Panel Style Boxes, or use a Margin Container. Things are much easier to read already, but this is a fairly easy way to make things a bit better.

I like that as the first fight continues more tutorial text shows up to help point out things as the player is learning.

On the level complete popup it would be nice if the buttons for "restart level" and "proceed" had a button look. When you hover it is clear they are interactable, and it is pretty easy to figure that they should be, but they look so much like the rest of the text in there, with only a slight difference in coloring, that a border, or faint background color difference would help to draw they eye. Personally, I'd also make the "PERFECT VICTORY" text centered horizontally.

When Endgame starts it would be nice if you had a popup detailing the changes that are in effect. The text does not give the immediate impression that you should hover it for more details. When it started I had characters lined up well for a push attack, which I used right away, only to see no damage. Only after wasting actions on that did I acknowledge I should hove the text and was reminded of the no damage on your turn limitation.

After clicking through the menu to look at all the options, I clicked on "Start of level". "continue at" was "<null>", and it loaded the combat UI, but there was no game board or characters. That button should probably be disabled if the value is null.

There are a lot of mechanics in this game. I like that you have a mechanics reference on the pause screen, but it is somewhat limited. It would be nice if you added more of the various abilities and mechanics there. You may want to consider using a Foldable Container for the mechanics display. The title/topic can be a toggle button, and when it is clicked it will expand out to show the details, while all others will be closed. This will allow the player to scroll through a longer list of things with a sort of table of contents, and when they see something they want to read more on they click to just expand that, instead of having to scroll through all the text and looking for the headlines to find what they want to read.

(+1)

Did a lot of your UI suggestions immediately, and will do the rest later.

Endgame popup: 
It's kinda hard to decide when tooltips + feedback/animations are enough and when a tutorial popup is needed. 
I think I'm going to try and make non-diegetic tutorial popups feel less like dialogue popups (place textbox near what they're about, text appears instantly, different look)
And then try and teach the player to look at tooltips when stuff gets framed, so that some of the tutorials can be dialogue + framing the UI elements that dialogue is talking about.
So definitely going to add something for Endgame, but it might not be a full explanation.