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(+1)

Oh! I think I should mention this as well. It's just an aesthetic thing I've noticed and I don't know if it's done on purpose or it can't be changed and that's why it was left that way.

When the MC is talking or thinking, some UI elements below the talk box change to more gray and regular ones instead of the cute pink icons the game has. I'm referring to the save, load, skip buttons and all that.

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And ahh, that’s actually an intentional thing as you suspected :3 Basically, the LIs all get to use the standard hearts UI stuff for the text box and mini-menu, and then MC has 2 versions of a different UI for text and mini-menu. One with more colour for dialogue, and as you say, one that’s more faded for thoughts/anything non-dialogue.

Sadly, it doesn’t look very aesthetically pleasing in this particular project >.< I could do with finding something better for MC tbh! But I do it in many of my projects specifically to distinguish MC’s dialogue from MC’s thoughts because I don’t like using speech marks punctuation in VNs x3 To me, it looks horrible on-screen and annoys me, haha. So I try to show the difference between speaking and thinking with a slight (or more obvious in other projects) change in the UI appearance instead :3

Like I said, I don’t think it looks that great here >.< But in stuff like Tunnel Vision, it works a lot better (and every character has their own unique text box UI to further distinguish who’s speaking :3)

I’m kind of a fan of adaptive UI in general, so the more I learn as I make new projects, the more I try to implement stuff like that :D But yeah, it just looks a bit naff in this one, haha. I think I need to give the UI in this more love in general at some point x3