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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.