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Nah there’s no fullscreen display right now and it’s currently just a 960x540 window display.

What’s your display resolution and which icons/sections of the HUD in particular had visibility issues, I’ll look further into it.

(+1)

1920x1080. The main icons to do stuff are quite hard to distinguish from another.

Same for similar icons like the ones in character select screen or the "Old god" (can't remember what they're called in this game) select screen.

I'm greeted with a black screen saying "CONTINUE" but clicking on it doesn't do anything and it took me a while to realize there were tiny icons represeting the "Old gods".



To be honest, I had a lot of trouble with the UI in general.

It adds so much stuff all at once compared to World of horror that I found it to be very overwhelming, at least at first.

Like, there's the window with "potential traits" and a "confirm?" text with some squares (some empty, some crossed) so for a while I thought "Can I interact with these already? Am I supposed to click on it? Is it a toggle on/off thing with the crossed/uncrossed squares?".

There's so much text detailing the events RNG resolutions that I have no idea how they work.

Like, I genuinely have no idea what "pass value" and "fail value" refer to compared to the numbers that are being displayed.

Same for the "checks" below.

Normally, other games simply go "this is the mininum RNG value required and this is what you rolled hence the success/fail".

There's 4 characters instead of 1 and the combat is now in real time and typing based.

I had no clue what was going on during combat cause I was too busy typing instead of looking at the screen and the explanations were a lot to take in.

The small icons and text didn't help either haha. 😅

It's just the unfamiliarity of it all that really confuses me as I have no other game that does things similarly as a reference.

The game does so many things in completely unorthodox ways all at once that it's very exhausting.

It's a lot of "firsts" for me as I'm used to much friendlier UI.

I hope the game introduces stuff more gradually later down the dev cycle.

(5 edits)

Aight cheers for the feedback:

“I’m greeted with a black screen saying “CONTINUE” but clicking on it doesn’t do anything and it took me a while to realize there were tiny icons represeting the “Old gods”.”

-> I’ll probably add probably add some additional text + undither the Delirium select icons like this image.png

“There’s so much text detailing the events RNG resolutions that I have no idea how they work.”

-> Currently there’s 3 different types of ‘checks’ (a hard statcheck, a stat-based roll and a standard random roll) that calculate success. Wasn’t too sure if keeping the information would be helpful info for the player. Might look into toning it back or cutting it altogether [maybe implement a suggested stats field instead] and just keeping probability of success.

“Like, I genuinely have no idea what “pass value” and “fail value” refer to compared to the numbers that are being displayed.”

-> Pass value is basically what you rolled (think DnD rolls), fail value is what the ‘event rolled’ (so you succeed if pass value > fail value and don’t if pass value < fail value). I’ll probably look into rephrasing it but pass/fail was just the most direct thing I came up with.

“Like, there’s the window with “potential traits” and a “confirm?” text with some squares (some empty, some crossed) so for a while I thought “Can I interact with these already? Am I supposed to click on it? Is it a toggle on/off thing with the crossed/uncrossed squares?”.”

-> I’ll look into dithering/masking that confirmation zone when traits aren’t available.

“The main icons to do stuff are quite hard to distinguish from another.”

-> I’ll probably look to increase the size of them in that case, probably something similar to image.png

“Same for similar icons like the ones in character select screen”

-> I’ll argue on this because I think the immediate hover text field display during character select should help distinguish (unless there’s an issue with that, but I don’t think there really was; however I might look into doing the same undithered by default like with Delirium’s [though I’m on the fence about this since it’s a discrepancy in dithering behaviour with the left sidebar])

“ or the “Old god” (can’t remember what they’re called in this game) select screen.”

-> Distinguishing between them seems fine once I undither their zones by default so I think the above changes should be enough without the need for a size/icon alteration (might look into changing the icons of WE to distinguish it better from PSURLIHNUM)

“I had no clue what was going on during combat cause I was too busy typing instead of looking at the screen and the explanations were a lot to take in.”

-> It’s the most unorthodox system with the typing management + real time enemy actions that’ll take a bit to get used to (especially depending on your typing proficiency) but I’ll continue to monitor this aspect closely. Just as a final question for feedback what would you say is your average WPM/typing proficiency, just gauging on maybe scaling back/slowing down combat a bit to alleviate the stress.

Once again, thank you for the feedback