db0 / hypnagonia

Therapy through Nightmares
http://dbzer0.com/projects/hypnagonia/
GNU Affero General Public License v3.0
97 stars 10 forks source link

Playtester feedback #428

Open db0 opened 1 year ago

db0 commented 1 year ago

First Impressions First Popups (minor) []On second popup, the second paragraph "the top bar appears at every point and every encounter. it is a convenient way to keep track of the state of the dreamer" should not appear at all, as it is redundant information (its always there, the user will never see it gone anyway) Also add caps on "It is a convenient way" []On second popup, on the third paragraph, anxiety icon should be green instead of white (just like its green top left in both the image and the panel) []The image of top bar with the lines and text, should be on the real bar, instead of the image []Font style change for popups, making them slightly more stylish

First Combat Popup (minor)
    []Ordeal reference popup, 2nd paragraph typo: "You play card by double-clicking them or dragging them to the board." should be:
    "You play cards by double-clicking them or dragging them to the board."
    []First combat popup, the panel of card types shouldnt exist, as it is useless info, on an already huge wall of text. The player doesnt even know how to play cards, and each type of card generally is understood by its effect.
    []Last combat popup "Ordeal basics" is great, could be the full popup of combat by itself.

Minor Typo:
    []Early Night, Encounter 10:
        "In my wildest dreams, objects in my room manifest differently. One of them..."
        There are 3 choices. The 2nd has a typo:
        "[Forgot]: Become forgetful. Upgrade your an existing memory."

General/Important Feedback:
    []Add borders on much art. Enemy pianolephant has no borders its just a box image lol, instantly breaks the immersion. Both in combat and when you find him in the dream journal. Just add some stylish border and spam it to all such images.
    For the dream journal, could simply do a gradient transparency with some shape so it "blends" onto the book lol
    For the in-game, just add any border, even an art wooden portrait would work lol
    Also having some be boxes, and other enemies be random sprites is weird and kills the immersion
    []Zooming cards is too big and feels clunky (the mouse input hover has weird hitboxes), also being so big makes the text very pixel-y
    []The cloud asset above the enemy is horrible as it looks pixely and doesnt fit the game. I am certain I have seen it in some image search results lol
    You can definitely find a better one. There is opengameart.org too, to consider on art assets.
    []Magnifyingglass cards used on enemy should have some SFX when used on enemy, it sounds like an effect where you draw a card in other games lol
    []^Same lack of SFX on victory. No SFX on defeating an enemy, nor on victory. Victory fanfare could be some simple tune, 2~3 seconds long
    []The artist of a card art, should display on middle-click, not hovering (tooltip) or right-click (which already has some functionality in some cards)
    Tooltips are bloated already. It did surprise me when I hovered over my first enemy and saw this, instead of in-game mechanics-relevant text
    []End turn button should have tooltip (no idea that was end turn, looks more like a refresh/rewind button)
    Also when you have 0 energy, end turn button should become bigger or highlighted; generally should catch the eye of the player.
    []Immersion tooltip shouldnt be a straight line but have \n after "costs some." (currently covers 1/3rd of the screen and covers anxiety bar lol)
    []White color icons means you dont make use of the color-coding. But this means symbols which arent obvious by themselves are hard to understand by the player.
    Magnifyingglass should have red color (to signify its for offense), since you dont have a sword icon (which colorless signifies attack)
    Without this, new players on the first encounter (especially those who havent played slay the spire) dont understand how to damage the opponent.
    []Comprehension tooltip should be removed. "When enemy reaches 0 HP, you win the match" on every card with damage is bloat
    []Tooltips can go off-screen (a classic problem and hard to solve), e.g. when you hover over enemy, tooltip's top starts from way above my screen
    []Exit button on main menu doesn't fit the rest of the game

Things to praise unrelated to card engine framework (so, exclusive on the game design)
    []I love the negative art filter when selecting an enemy card with a card of your own. Simple but excellent.
    []You can get boss card which is ultra strong but balances itself by being short-term (consumable)
    []The feedback button for stories