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Hey healdev, thanks for playing the game. And yes, the UI hell is real, especially with more and more features I implement. I cannot see the UI getting any better in future as far as the amount of information goes, but I will want to change all the UI placeholders.

You mentioned it's a pain to sift through all the menus. Does that have to do with the sheer amount of different menus, and information, or is it the placeholder visuals that are a problem? What would you suggest?

as for general feedback, audio is definitely very important. As you mentioned right now if you don't just look in the direction you threw a crate a coin, you only know if you got it if you look at left top corner to see the gold amount go up.

I played your game on Sunday, so I am going to leave a comment on your submission page.

I think the problem with the menus is, on first playthrough, I don't know which ones are important and which can be skipped over until later. Like not having any guests unlocked - I would suggest making this button flash or have a brightly colored outline if I haven't gone to that menu yet so I know it's important at this stage in the game.

Yeah, that could work. For the time being I thought it was alright to just let players play without unlocking anything, and getting the message about the reception after they complete the first Main Objective. I guess it all comes down to the lack of some handholding tutorial which tells you to click on each tab.

In future I would like to have a short cutscene. Something like your goblin personal assistant telling you to not forget about going to the reception before you enter the dungeon.

Next DD I am going to add some icons to menu buttons to show they are important. Thanks for the suggestion, and again thank you for playing the game