I’m glad I can help in some way, I would suggest using specific colours or better icons so u can differentiate between the resources needed. Having a modal for upgrading was quite distracting (maybe put prices inside the upgrade button or next to the building when hovered). I would heavily recommend getting inspiration from this game: NG Space Company It has a VERY good and clean UI/UX. I hope my comment didn’t sound too harsh! I realised I didn’t put many constructive criticisms to help you.
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Hi Killereks, thanks for the feedback!I've not played NG Space Company, but did spend a load of time hacking around with the
The UI still needs some work, this was my main development focus on alpha 0.1.
Interesting thought about the modals, one thing we've been considering is having a right-hand side bar with a list of all the buildings on the map + upgrade buttons if you can afford it.
Currently there's definitely a bit of a roundabout rout to get the information you need to make decisions in the game, which is why we added the building level numbers to the main map view (previously you would need to open the modal each time to check the building level).
What are your thoughts on;
* having some indicator on the map (flashing level number?) to show you can afford a building upgrade?
* being able to toggle resource generation info on the map (along with the level)
* having a quick-upgrade option on the radial menu?
* having a _NG Space Company_ style details table of all your buildings, their current stats, and an upgrade button if affordable?
Many thanks for the valuable feedback, this is exactly what we need! And absolutely no need to apologise, constructive feedback is never harsh :D