Currently it's sometimes hard to know what my opponent did or said, because there's a lot of information to absorb, and the visual appearance can change rapidly.
Here are some ideas:
It's easy to miss what your opponent writes in chat because lots of info scrolls by. Therefore, make a separate chat window that's just for chat (perhaps bottom 30% of vertical space), and the rest for gameplay info.
On the deck-selection page while waiting for an opponent, it's hard to tell what's been said most recently. Either change the chat window layout so it has more vertical space, and/or make it automatically scroll to the bottom of the text.
It's hard to know when your opponent is thinking. Therefore, add an outline to any card (faceup or face down) that my opponent mouses-over, as close to real-time as possible.
Allow players to rearrange the order of cards in hand (and thus also allow other players to see when that's happening via the card outlines.)
Currently, a creature fighting another creature can cause a lot of stuff to change that's hard to track. Instead, animate it somehow, or trigger each result separated by 0.3 seconds and call attention to it by highlighting that area of the board, etc. If the game animates or time-delays things, it communicates to your opponent what's going on.
An animation isn't necessary - you can do all the steps you do now, but just add a 0.3 second delay between each thing, and when you do it, ideally have a little particle effect or highlight that happens in that area. Maybe 0.3 seconds is wrong, but that can be adjusted easily enough.
I think any of these features would be useful:
when you resolve a fight or other complicated effect, show the two creatures that are fighting (i.e. highlight both of them for a moment), show damage applied to the creatures, if a creature is dying show captured amber going away and back to opponent's pool, then move creatures to the discard pile as needed, then close up the battle line. If other effects trigger as well (like Loot the Bodies), show that too as one of the steps.
I think even the very simplest addition of time between creatures going to discard + closing up the battleline would go a long way - I'd have a moment to recognize easily which creatures just died. You could implement other animations later, but that single thing would probably make the biggest difference, IMO.
Currently it's sometimes hard to know what my opponent did or said, because there's a lot of information to absorb, and the visual appearance can change rapidly.
Here are some ideas:
It's easy to miss what your opponent writes in chat because lots of info scrolls by. Therefore, make a separate chat window that's just for chat (perhaps bottom 30% of vertical space), and the rest for gameplay info.
On the deck-selection page while waiting for an opponent, it's hard to tell what's been said most recently. Either change the chat window layout so it has more vertical space, and/or make it automatically scroll to the bottom of the text.
It's hard to know when your opponent is thinking. Therefore, add an outline to any card (faceup or face down) that my opponent mouses-over, as close to real-time as possible.
Allow players to rearrange the order of cards in hand (and thus also allow other players to see when that's happening via the card outlines.)
Currently, a creature fighting another creature can cause a lot of stuff to change that's hard to track. Instead, animate it somehow, or trigger each result separated by 0.3 seconds and call attention to it by highlighting that area of the board, etc. If the game animates or time-delays things, it communicates to your opponent what's going on.
An animation isn't necessary - you can do all the steps you do now, but just add a 0.3 second delay between each thing, and when you do it, ideally have a little particle effect or highlight that happens in that area. Maybe 0.3 seconds is wrong, but that can be adjusted easily enough. I think any of these features would be useful:
I think even the very simplest addition of time between creatures going to discard + closing up the battleline would go a long way - I'd have a moment to recognize easily which creatures just died. You could implement other animations later, but that single thing would probably make the biggest difference, IMO.