The game has a really well made user experience. I was actually surprised how everything is logically placed in game and pretty straightforward to use. There are still a couple of improvements that can be made. So here is my suggestions with proposals on how to fix those:
1. PC version zooming via mouse wheel is really slow and cumbersome to use because a single wheel step zooms too little.
My suggestion is to add a higher zoom value in PC build. It's probably a matter of refactoring the Zoom() method and providing an offset argument when the Zoom is called from PC Input mouse wheel input. Lerping between current zoom and desired zoom would also make it much smoother but this is an option for additional consideration if development time allows it.
2. The ordering of Use | Split | Auction etc. buttons causes the "Use" button to swap position when the amount of items changes from multiple to one. This happens because "Split" button dissapears. The effect is that when a player does multiple pressing of "Use" button for box, medal and heart items it causes an accidental click/touch of split button when the item stack ends.
As you can see on the images below - when opening multiple firecrackers, we are tapping the "Use" button on the second position. When firecrackers amount drop to 1, Use button suddenly jumps one position higher due to "Split" button dissapearance causing the player to tap the "Auction" button accidentally.
"Use" or "Equip" action is a default and recommended one anyway so I believe it should always be on top. It's just that the "Split" action is being added first to the action buttons stack. I believe you are using a Unity Vertical Layout Group so there is a pretty easy fix for that. After the call to spawn all the buttons there - simply take the "Use" button and call gameObject.transform.SetAsFirstSibling();. It will ensure that the "Use" button will always stay in a top most position, no matter how many additional buttons are there.
3. I would greatly appreciate if there was a single toggle option to keep the full screen minimap aspect ratio.
I understand that this design is made to maximize the available space for mobile but on the PC version this map is so ugly it's hard to look at it. Adding a toggle (for example - in top left of the window) would be awesome.
4. When adding basic stats, we have no overview of our combat stats at all. This is because of mobile first design but I still believe there is enough room to provide some basic information.
I think we can clearly define the most important combat stat for each basic stat. I would take the following assumptions:
STR should show Physical damage (PvM) and Attack Rate (PvM)
AGI should show Defense (PvM) and Speed
VIT should show Maximum health
ENE should show Wiz damage (PvM) and Maximum mana.
I made a mockup on how these information could be fit into the current Stats screen.
I hope the post was helpful!
1. PC version zooming via mouse wheel is really slow and cumbersome to use because a single wheel step zooms too little.
My suggestion is to add a higher zoom value in PC build. It's probably a matter of refactoring the Zoom() method and providing an offset argument when the Zoom is called from PC Input mouse wheel input. Lerping between current zoom and desired zoom would also make it much smoother but this is an option for additional consideration if development time allows it.
2. The ordering of Use | Split | Auction etc. buttons causes the "Use" button to swap position when the amount of items changes from multiple to one. This happens because "Split" button dissapears. The effect is that when a player does multiple pressing of "Use" button for box, medal and heart items it causes an accidental click/touch of split button when the item stack ends.
As you can see on the images below - when opening multiple firecrackers, we are tapping the "Use" button on the second position. When firecrackers amount drop to 1, Use button suddenly jumps one position higher due to "Split" button dissapearance causing the player to tap the "Auction" button accidentally.
"Use" or "Equip" action is a default and recommended one anyway so I believe it should always be on top. It's just that the "Split" action is being added first to the action buttons stack. I believe you are using a Unity Vertical Layout Group so there is a pretty easy fix for that. After the call to spawn all the buttons there - simply take the "Use" button and call gameObject.transform.SetAsFirstSibling();. It will ensure that the "Use" button will always stay in a top most position, no matter how many additional buttons are there.
3. I would greatly appreciate if there was a single toggle option to keep the full screen minimap aspect ratio.
I understand that this design is made to maximize the available space for mobile but on the PC version this map is so ugly it's hard to look at it. Adding a toggle (for example - in top left of the window) would be awesome.
4. When adding basic stats, we have no overview of our combat stats at all. This is because of mobile first design but I still believe there is enough room to provide some basic information.
I think we can clearly define the most important combat stat for each basic stat. I would take the following assumptions:
STR should show Physical damage (PvM) and Attack Rate (PvM)
AGI should show Defense (PvM) and Speed
VIT should show Maximum health
ENE should show Wiz damage (PvM) and Maximum mana.
I made a mockup on how these information could be fit into the current Stats screen.
I hope the post was helpful!
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