Open cmnord opened 1 year ago
I think main reasons for lack of momentum and clarity are inconsistencies and noisy design patterns. So, I tried to add consistency and reduce noise without significant changes to current styles and elements -- mostly, played around with the structure. Attaching some rough mockups:
To summarise, I propose:
These are great! I've incorporated parts of (2) and (3) in b922d9de53a9d710e97ed005447a58d00d4a4bc2. Here's what it looks like so far:
Addressing a couple other points:
Thank you for showing the demo earlier, it was nice! You significantly improved my suggestions. Frankly, I didn't expect you to straight up implement them like that. I was just throwing around some rough ideas to see the ones you might find worth exploring further :-)
3.1. I recognised the countdown timer from player podiums on the show, I think. Your implementation of it is great. I didn't know how to call it though, so I went with the most obvious and stupid name :-) In general, I am impressed by how you reproduced everything, well done at paying homage to the show! Not being a big fan of the show myself, I also feel like I am being too careless in my suggestions, often showing complete disregard for the core idea of the game you created. I am sorry.
3.2-3. Good point, I haven't thought through all the possible states. I didn't want to fall down a rabbit hole pursuing something useless like I did in #50. This time I forced myself to stick to just two screens. It backfired.
3.4. Totally Britta'd this one! In mockups, I am showing border changes across different game states. Here's a rough demo:
https://github.com/cmnord/jep/assets/37662409/9d8fd7bb-591a-4872-b439-60e20045d8b8
From playtesting, the biggest design challenge right now is game momentum / clarity. How can we make it clearer what action is required from you to keep the game moving fast?
Some transitions that are kind of slow right now:
Given this, I think it's worth considering redesigns of the "in-clue" experience and transitions in and out of it.