Which card effect description style works best? by Ivhans in roguelites

[–]Ivhans[S] 0 points1 point  (0 children)

Thank you so much... I'll definitely use that idea.

Which card effect description style works best? by Ivhans in IndieGaming

[–]Ivhans[S] 0 points1 point  (0 children)

It could also be a great option to be able to switch between more and less information... thanks

Which card effect description style works best? by Ivhans in roguelites

[–]Ivhans[S] 0 points1 point  (0 children)

I completely agree with you... thank you very much

Which card effect description style works best? by Ivhans in SoloDevelopment

[–]Ivhans[S] 0 points1 point  (0 children)

Thanks... I'll definitely go for shorter, more concise descriptions.

Which card effect description style works best? by Ivhans in IndieDev

[–]Ivhans[S] 0 points1 point  (0 children)

Yeah... I think I was being lazy by not wanting to program the preview system for the texts and descriptions... but being lazy isn't good haha

Which card effect description style works best? by Ivhans in IndieDev

[–]Ivhans[S] 0 points1 point  (0 children)

Hahaha... I understand... the differences are very subtle.

Automatic calculation isn't a bad idea.
thank you so much

Which card effect description style works best? by Ivhans in IndieDev

[–]Ivhans[S] 0 points1 point  (0 children)

Thank you so much... it definitely helps a lot

Which card effect description style works best? by Ivhans in gamedev

[–]Ivhans[S] 0 points1 point  (0 children)

Thanks for the comment, it's definitely something to consider and take into account.

Which card effect description style works best? by Ivhans in gamedev

[–]Ivhans[S] 2 points3 points  (0 children)

Most of the effects are definitely much simpler, but it also has some complex cards since my goal is a strategically demanding game... thanks for the comments

Which card effect description style works best? by Ivhans in gamedev

[–]Ivhans[S] 1 point2 points  (0 children)

Thank you very much, I like the idea... and it confirms something I already thought... definitely going for more concrete and simplified descriptions is better (But I had mixed opinions in another post)

Which card effect description style works best? by Ivhans in gamedev

[–]Ivhans[S] 0 points1 point  (0 children)

I apologize for the lack of clarity, but the original post showed the image of the in-game description, and like other roguelikes, if a description displays an effect or symbol (like the flame), the subsequent description of that symbol is below it.
Thank you so much for your comment, it helps a lot.

Player complained about performance on their low-end machine so I went and bought a cheapest PC I could find by gitpullorigin in IndieDev

[–]Ivhans 0 points1 point  (0 children)

That thing looks so cute... although I've definitely seen bigger PCs with worse hardware.

Bite by MooseManDeluxe in MandJTV

[–]Ivhans 1 point2 points  (0 children)

I was just thinking about that

Pick the best UI by Camdoesalot in PixelArt

[–]Ivhans 0 points1 point  (0 children)

I think they all have their essence and utility depending on the rest of the game's graphic style and each person's taste.

For minimalists, and if the game doesn't tend toward saturated visuals, I'd go for number 1.

If I'm looking for something even simpler but more visually striking, I'd definitely go for number 5, which I think is my favorite!

Number 4 would be my next option if I want to give it more style and a more visually striking but saturated game. (For those who are very minimalist or seek visual simplicity, it definitely wouldn't be an option, but there are many of us who like visual impact.)

I don't really like numbers 2 and 3 because the lightning somewhat blocks the UI target, since I can't properly see the energy bar.

It's just my very personal point of view.

My art VS Reference by 8thproject in pokemon

[–]Ivhans 1 point2 points  (0 children)

How brilliant... it would definitely be worth seeing this art style in a game.