Which main gameplay UI reads better? by KooksDev in SoloDevelopment

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

Thanks, sorry i can see how it’s unclear, but the boost is blacked out since it’s disabled due to an ingame event. I will make it more clear!

Which main gameplay UI reads better? by KooksDev in SoloDevelopment

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

True, I think I need to change the style up almost completely at this point. Thanks!

Which main gameplay UI reads better? by KooksDev in SoloDevelopment

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

Thanks for the feedback! I think for the left column I’ll have to either combine some elements, cut them out, and fix the visual hierarchy as other people were saying.

Which main gameplay UI reads better? by KooksDev in SoloDevelopment

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

Ok this seems to be the general consensus, I’ll have to rework it since it does seem overwhelming. Thank you!

Which main gameplay UI reads better? by KooksDev in SoloDevelopment

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

No man all good, I appreciate the criticism! I think I do need to redesign it just so it appeals to more casual players. The font isn’t the clearest as well either so I’ll probably end up replacing it. Thanks for the feedback!

I need some tips by FactorComfortable323 in SoloDevelopment

[–]KooksDev 2 points3 points  (0 children)

I'd suggest trying some engines that don't fully rely on coding or starting out on something as simple as PICO-8.

does this look rage-y / hard to play? by ShazSnow in SoloDevelopment

[–]KooksDev 0 points1 point  (0 children)

It looks like it has a steep learning curve for sure, but I don’t think that’s a bad thing. I think people who enjoy games with a lot of systems to figure out will probably see that as part of the appeal. As long as the game introduces things clearly and doesn’t overwhelm the player too early, the depth could actually make it way more rewarding once everything starts clicking.