#Personal Mega QOL Feedback
7 messages · Page 1 of 1 (latest)
"Hi, bunch of feedback notes mostly Quality of Life recommendations targeting interfaces and enjoyability and not trying to change gameplay aspects.
Post-run/defeat screen is unclear: showing total gain at the top of the interface and the math beneath without any text indicating what you earned is very unclear, see attached redesign.
Guild hall man stands beside deposit chest and is often interacted with by mistake: see screenshot.
Chest interface could use a sort/quick-sort that organizes by item type and sub-sorts by item level.
ON CONTROLLER: navigating worn equipment does not handle intuitively: see screenshot.
Shops should not allow "roll-over scrolling" (not sure what to technically call it) EX: If you are trying to browse a shop on controller and you reach the bottom of the shop, pressing down one more time sends you back to the top of the list.
During a run It would be nice to see progress visualizers like current gold/wood/stone/experience progress Just like we could in Heroes of Hammerwatch 1: see screenshot:
If host wants to enter the dungeon and another player tries to cancel with "back" they get locked in the interface. Solution: if host tries to enter and someone isn't ready: selecting back should not hold players hostage in that interface and the ready-check should be cancelled so host is aware players are not ready OR it could show that 1/X players are NOT-ready.
Shops using green/red arrows as indicators is unclear, I understand the idea but for clarity they could be green/red + or - icons to show money up or money down. see attached redesign
Skill upgrades and Attribute upgrades should NOT use the same "green man" icon. See screenshot for example and full explanation.
Vertical Archways and gates are not visually intuitive. (using the town as my example but its much harder to see in some dungeons especially when it is dark) See screenshot"
try uploading two or so at a time
Reformatting the message Here:
Hi, bunch of feedback notes for Quality of Life recommendations targeting interfaces and ease of use.
no Gameplay changes here, just QOL
- Post-run/defeat screen is unclear: showing total gain at the top of the interface and the math beneath without any text indicating what you earned is very unclear, see attached redesign.
- Guild hall man stands beside deposit chest and is often interacted with by mistake: see screenshot.
- Chest interface could use a sort/quick-sort that organizes by item type and sub-sorts by item level.
- ON CONTROLLER: navigating worn equipment does not handle intuitively: see screenshot.
- Shops should not allow "roll-over scrolling" (not sure what to technically call it) EX: If you are trying to browse a shop on controller and you reach the bottom of the shop, pressing down one more time sends you back to the top of the list.
- During a run It would be nice to see progress visualizers like current gold/wood/stone/experience progress just like we could in Heroes of Hammerwatch 1: see screenshot:
- If host wants to enter the dungeon and another player tries to cancel with "back" they get locked in the interface. Solution: if host tries to enter and someone isn't ready: selecting "back" should not hold players hostage in that interface and the ready-check should be cancelled so host is aware players are not ready OR it could show that 1/X players are NOT-ready.
- Shops using green/red arrows as indicators is unclear, I understand the idea but for clarity they could be green/red + or - icons to show money up or money down. see attached redesign
- Skill upgrades and Attribute upgrades should NOT use the same "green man" icon. See screenshot for example and full explanation.
- Vertical Archways and gates are not visually intuitive. (using the town as my example but its much harder to see in some dungeons especially when it is dark) See screenshot
Continued:
11. "Compare" button cannot be rebound and shares input with "drink potion" EX: I saw an item and wanted to stand on it and compare items before picking up to save time (wanted to save time by avoiding opening inventory/navigating to item/then comparing) result: drank potion 😦
12. Compare items could just be default behaviour? Any time New gear is presented/acquired I always compare the stats to see if it is better. Also when going through the item storage chest it is tedious to have to hover and turn on 'compare' for each item. note: if the compare setting was always on; it would cause some interfaces to be hidden behind the comparisons depending on UI scale
man too close to chest.
redesigned interface
equipment behaviour on controller.
visual progress indicators for sense of progress
vertical wall non-intuitive
shop icon redesign
map icons inconsistent