#The way the map is drawn is often confusing at least once per run...

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hallow mountain
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The photo isn't the best example but I've noticed—just in the beta—that the paths on the map tend to cross over each other at least once per run. I already find it hard to tell what I have selected in the game in general so I have to keep flipping between selections until I figure it out.

This is probably more of an issue for me because I'm playing with a controller/on the Steam Deck (i.e. there's no mouse cursor to make my selection more obvious), but since you've got the game on the Switch as well I imagine I'm not the only one who struggles with figuring out what's selected.

Although I'm bringing up the path selection specifically, I typically have to double check what's selected in pretty much every part of the game (with the exception of choosing a card in-hand—that's not a problem). It would be immensely helpful if you could add an outline or glow to the selected item or UI element. I'm sure this would bother some people so it'd probably make sense to make it optional. (The unit targets make things more confusing to me, so I appreciate that there's a toggle for it and you communicated that very clearly in the update.) Also, it can be really hard to see if a card has a crown on it sometimes (if it's not in the top row).

I absolutely love Wildfrost and I play it every day so I thought I'd get used to the subtle selections...but after over 250 hours playing this game I still make several mistakes during every run. 😛

vale quiver
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🤔 I think the cross-over could probably just be removed from the algorithm?
Like, I get that the sometimes winding or overlapping paths is meant to be cute for this cartoony game, but...let's think about what that means. If the paths cross over, the terrain should have some common plateu there, unless we're imagining some tunnels. (And tunnels should be buried in snow, for the most part.) So if the paths never cross, and always have at least X distance between the paths and/or event icons, it should just always be clear.

Maybe increase the windyness/wobble of the paths, and allow them to go higher and lower on the screen? They never seem to max out the height of the map. They could even double-back like an S or Z shape left and right, in addition to up and down, to make it more cartoony. Could probably scatter more trees, rocks, or hills on the map to outline the paths you get too, so it makes sense.