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SKA user interface suggestions? Drop them here!

A topic by Trihan created Jun 27, 2023 Views: 480 Replies: 9
Viewing posts 1 to 7
(1 edit)

Alright people, here's your chance to let us know if there have been user interface elements you wish were different somehow!

When it comes to Star Knightess Aura's user interface, is there anything it lacks that you wish were there? Anything we have currently that you think could be better? If you have any suggestions whatsoever, pile them in here! I can't guarantee we'll implement them all, but we'll give serious consideration to any that will be a net positive for the game experience.

Maybe not a user interface suggestion, but I do want to say that when you get to doing Beelzebub for Gluttony, you know he's going to be all about the drug use.  His curse should be called "Dat Beelzebuzz".

I will note that others have suggested that Aura's willpower, and the associated gain from Blessed Waters, can seem a bit random.  Perhaps a "Willpower" section in the status screen to give a breakdown of Aura's willpower calculation would be helpful.

One more thing - given that many battles can only be won if you back attack, the option to quit to the title screen during battle would be quite nice (so you don't have to go through a death to reload).

Bumping for visibility.

A bit late but it would be nice if the menu had a toggle to disable the following pop-up-

-for agility checks where Aura has enough agility. Because the popup feels clunky when running away from enemies and accidentally receiving +corruption or -health from a misclick feels bad.

On a related note, it would be nice if collar removal at this particular jump carried Aura all the way to the other side instead of potentially leaving her stranded in the middle with nothing to show for it.

What if you let people visualize the corruption progress in some type of cool chart or tree. 

Same with events, at least for ones people have unlocked. I suppose the clear room sort of does this.. in a way.

but it would be useful to have a "guide" that slowly unlocks on what events lead to which events and how to unlock them, but only for events youv'e already seen.

Some of the trees are so complex that I'm not sure we could do this in a way where the amount of work required would be worth the payoff, but it's an interesting idea.

surely you must have a flowchart internally for keeping track?? how else do you guys do it

Oh I'm not saying we can't keep track internally, I'm saying the interface required to cover all the different branches and possibilities would be confusing as hell to navigate.

a little late, but I'd like it if you could open the menu while in a text box. You could use recall if an enemy saw you and you didn't want to get into a battle. Obviously, this could be disabled for cutscenes (although people still may want to apply items before a major battle, so you might just want to disable using recall during cutscenes)