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Tales of Androgyny

A game about birds, bees, flowers and trees. · By Majalis

Quality of Life UI/UX Improvement Suggestions

A topic by notsosubtle created Feb 18, 2021 Views: 264
Viewing posts 1 to 1
(2 edits) (+1)

I've been playing on and off for over a year now, and while I think the game is great, the UI could stand to be improved. I recognize that building an intuitive, good looking, responsive UI is a huge challenge, so I don't expect any of this to be easy, and if nothing I say here makes it into the game I won't complain. That said, here are some changes I'd like to see:

  • Text/Sprite scaling - Currently the text appears pixelated on most screens for me, especially if I change my resolution. It's still legible, but not great to look at. Many sprites have a similar issue, where they have rough edges from being resized. This is true of character sprites and also icons, like the position icons for combat moves (especially when they're smaller, as on the skill select screen).
  • Font change - the current font that is present on the UI isn't appealing or easy to read at small sizes (especially on mobile). It would probably be fine for big things like titles and names, but for buttons, stats, dialogue options, and other UI panels, a script font is just too much to look at. The "simple" font option in settings would probably be better for these, but that option currently only affects dialogue.
  • Mobile responsive - The android version of the game is pretty hard to navigate, with the text often being too small to read and buttons too small to click things accurately. I know trying to make it any different from the desktop versions is hard, but it would be a huge QOL improvement for mobile.
  • Sex Scene Text -  The text on sex scenes usually winds up covering some of the best bits. The ability to hide the text helps, but it would be nice to be able to see the whole image and read through at the same time. If the graphics could just be made smaller and shifted above the text, it would make it much more engaging. 
  • Combat Tutorial - The tutorial at the start of combat is several paragraphs of reading that's easy to glaze over. It would be nice to get a proper tutorial battle (or battles), where you walk through what move to take each turn, explaining the effect of each.
  • Action Text - Honestly, this is part mechanics and part UI, but it feels super unclear what each action is going to do in combat. The "Does x type damage modified by STAT" could be simplified visually by adding icons with color-coding for types. A templated format that included all effects like "DMG - X, STABILITY - X, ARMOR - X", while only using more descriptive text on moves with unique effects, would be simpler to understand.
  • Reduce Actions - I feel like I have too many options for moves and it's impossible to tell which is most effective. Many seem to be very similar, but with varying  strength or stat mod. I would love to see the list pared down more based on class - e.g. if I'm playing a rogue, I don't need strength based moves. And there are like 5 moves that arouse the enemy into wanting to fuck you in the ass, but no mechanical difference between them I can tell. Remove redundant actions or better explain the difference between them.
  • Position/Conditional Actions - While it's made clear what position you're in and what position a move will put you in, it's not obvious what the difference between those positions is mechanically. It's also hard to tell how you impact your opponent's position, and how your opponent's position impacts your options for moves. For example, when you have an enemy pinned, sometimes you have the options like choke, flip, and prone bone, but not always (I think). Sometimes you have the option to kip up, others only to kneel. It's hard to tell what triggers each to be allowed. Maybe always including those in the list for your current position, but grayed out, with a "Not enough stability" message, for instance, could help.
  • Hover text on map icons - The icons for camp, scout, etc. are definitely better looking than the UI previously, but it's not obvious what they do without the text title. Adding simple hover text would help that.

If anyone else has any affirming or disagreeing opinions, or just other ideas, feel free to share too!

Thanks for reading, I hope this was helpful feedback. Love what y'all do!