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Played this a couple demodays back so I skipped the tutorials, got to day 6. The progression felt better than before, though it's hard to say whether that's due to it being better or for having played it before. At any rate, my success rate was higher and I didn't have much frustration at the challenge. The sound levels are fine as they are. Having the quick UI be empty from the start is a good choice I think, it allows the player to not feel overwhelmed from all the locations at once. 

I don't know if this was the case previously, but the way negative seals go from + to - feels wrong and pointless to do, vice versa for positive seals. I can't see any reason to make them switch their sign on equipping them. It also doesn't make sense since negative seals DO increase your PoP, not drain it on equip. At best it's distracting and at worst it could potentially confuse a player. Though to be fair there could be a decent reasoning and I'm just not seeing it.


Thank you for playing. It seems you are happy with most changes.

As for the seals my logic is this:

The negative seals are called negative because they are negative modifiers, not because they deduct PoP. In your screenshot clicking on "Larger Trap Projectiles" would give 1 PoP, but removing "+10% Traps Gold Penalty" deducts 2 PoP. Basically the + and - shows what it is going to happen to your PoP after clicking the button no matter if it's a seal in use or not.

So that's my reasoning. I am open to suggestions on how I can improve it.

(1 edit)

I can see the reasoning now. I suppose the reason I felt so weirded out by it is that it looks like a static stat on a card, not a changing transaction cost/benefit. If I were to do it, I'd probably do something like

a). Keep signs at default (negative seals are +,  positive seals -), and add a floating then dissipating red(-) or green(+) text that states the effect on the current PoP. ie Negative seal with +2 on it is equipped. When sent to the other side, red text with 'Current PoP: -2' would show.

b).Instead of just 'PoP: +2' on a negative seal, it would be 'Provides(\n)PoP: + 2' which would make it unambiguous and let the player just math it out in their heads when they equip or unequip it.

Hope one of those sounds good, if not, so be it.

Thanks for suggestions. I just thought I could drop the +- symbols, and have players memorize the difference between positive and negative seals. I should be cutting down on text so b) would not work.

I am bad at UI, making it read well has been challenging, so I appreciate your feedback.