#General UX/UI improvements for new players

1 messages · Page 1 of 1 (latest)

frail cobalt
#

Hello and gratulations on creating a game with an outstanding style!

Now to my observations from playing for the first 10 hours:

The Map & Navigation

The map is way too hard to navigate, this will go away after about 3-4 hours of gameplay (or faster if you are willing to sandbox and just run around and learn each room)
This is too long!
Many new players will NOT be willing to put in that time to understand basic navigation and the game can be extremely frustrating and confusing while you cannot understand the layout.

So what can be done to make the map easier to navigate for new players?

Doorways

Your doorways to new areas are already unique (stone, with light ornamentation).
Play this up even more, I would make these doorways hyper visible, have some lights on them, possibly even the name of the area they are leading into above them (organ hall, stage, circus hall, center).
Make them easy to see, even from afar and add that information.
This creates a unique landmark that can be seen across the room and helps make sense of the map much faster and on the fly.
I would also include the roman numerals on these door-names to quickly make clear which level you are on.

Rope Spots

Way too subtle, if you did not invest the time to actually go into sandbox and figure out where they are on each level these are just impossible to spot. Instead of being a broken wood stud that blends into the geometry have this again be something quite visible, even from afar. It doesn't have to be a landmark like the doorways should be, but definitely more visible than they are now.
Maybe a bigger metal hook/ring that sticks out would be better? Basically replace the studs with a unique asset that is visible at a glance and even from across the room.

#

"You Are Here" Markers

Adding an asset with a light to the entry areas of each new location (Near the doorways) and somewhere near the merry-go-round with a physical map showing you your current location/orientation when looking at it and a rough outline of the entire floors layout with all objective, rope spots, shops and any static points of interest marked would be so good for new players to make sense of the map in general!
I am talking a static map in the world that can be looked upon placed on the entry point to each new area and the center with the ACTUAL current map layout of the floor you are in.

Ping System

I find myself extremely often in the position where I want to tell my teammates where I saw the magician but can't ping them in time or geometry is in the way so I simply can't ping them. You can already global chat to let people know, but this is cumbersome and not everyone can type fast or is willing to do this.
I think when you are being chased by the magician or have sight of them (your heart beats faster and music plays) they should automatically be highlighted to everyone on the map, possibly even with a shoutout in chat WHERE he was spotted - such as 'spotted magician in circus 1' with a brief highlight while you have line of sight.
There is really never a reason you don't want to let people know the magicians locations when you spot them, but its something a new player would hardly ever think about (me included until recently). This would help give people more of a teamwork feel and a better idea of what's going on. Again this helps with making sense of the game as a whole.

frail cobalt
#

Magician

I have not played as much magician as I have played bunny, but I got a few games on him and I noticed a few things that make playing him a real pain.

Teleport/Booth View is terrible

When teleporting or getting into a booth, the UI is so so confusing and does very little to help you.
While you are teleporting and choosing a booth give us information on the floor we are going to. I would actually have any pop up symbols linger next to the closest booth to show you where it happened and how to get there. So what I mean by this: Show an impostor symbol next to the booth closest to an impostor you have currently placed and any red wallhack pings in the last 30 seconds should be displayed clearly next to the booth that is physically closest to the source of that alert.
This would allow the magician to react better and not get confused as to where to go (something that easily happens as a new magician, you see an alert, rush/vanish to the booth screen ... by then the alert has vanished and you have no idea at all where you need to go, this is very frustrating and leaves you feeling incredibly lost)

Global Alerts & Floor indicator

When you get a global alert pop up, have a small I-IV next to it (maybe color code it as well or include a small arrow up/down to indicate if its above or below the floor you are on right now). It is super confusing as magician to make out WHERE the pings are coming on, again you have very basic map knowledge at this point and a 2D pop up with no mini map is incredibly hard to parse, you got no idea where that highstriker is on some other room on some other floor.
Also make the alerts stick around much longer, at least 30 seconds to a minute - make it slowly fade out and become gray after the initial ping, but please let it stay so we can still follow it and put together where it even came from!

#

Tap tap tap

Visualize noise in some way (non alert producing). When you are close enough to hear it, give us a visual indicator where its coming from. Could be the words 'tap tap tap' etc. coming out from the floorboards or the ceiling or simply just a blur on the side of your screen to indicate you heard something from that side and you can turn towards it.
It is very hard to distinguish right now weather noise is above or below you as well, maybe this is less of a problem with more high quality headphones, but I think the noise when its not on your floor should be damped / modified a bit to make it clear that its above/below you (again a slight visual indicator on the screens edge can help with this as it could be on top/bottom of your screen then so you know its probably not around you).
(This might just be personal preference as I am never the best at parsing sound direction, but I find it incredibly hard AND relevant in this game, so this is something that could be addressed I think).

Booth Peek

Allowing the magician to see a small area around a booth they are hovering on in the booth view would help a lot too. So when hovering over a booth with your mouse phase in a circle around the booth and anything that is currently going on there. This would also help a little with orientation from that view as you can easier distinguish where a booth will bring you.

Other Stuff

Things that do not need their own category

The Shop

This might be just me as a new player, but the shop seems kind of convoluted/bad?
I think needing a toolcan in order to buy anything, but also candy feels incredibly cumbersome and slow. Is this really necessary?
Alternatively, why not raise prices a bit and give you the ability to spin for items according to the candy you placed in it without the can and have the can be a free play (spin) that is consumed first.
Also might be neat to be able to get a gear from it at the highest tier or only when spinning with a toolcan.

#

Fake Bunnies and Keys

Make some fake bunnies have a key stick out of their back. This would make hiding more effective and be less frustrating for the magician (since he can see the keys at distance as well as bunnies being able to do the same).
I would say maybe 30-50% of the key holding fake bunnies should have the key inserted in their back. This would be a lot more fun for both sides I think.

Gears (THE BIG ONE)

Gears need to be a LOT more visible, I have now learned the spawn locations of them for the most part, but holy moly is this frustrating!
It takes SO long to learn those locations and until you do, its just an incredibly frustrating experience.
I think the gears should have a lightbulb on them and have a faint but persistent flickering glow and emit a buzzing sound when they are on the ground. I know they have a very subtle 'shine' effect right now, but thats too little and too infrequent.
I think they should both be enlarged by about 20% and have that permanent glow, it should NOT be possible to run past a gear without noticing it point blank.
There is really no reason to hide them like this, an experienced player will find them 90% of the time, this is something that pretty much only affects new players and is a central game mechanic.
My earlier suggestion to have a chance to get them via toolcans in the shop is also targetted at this to allow a 2ndary way to obtain them.

Additionally, you move extremely slow when carrying a gear, I think a little too slow, at the very least sprinting with it should be a little faster for the downside of draining a LOT of energy and emitting a louder sound.