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Improve design for clarity and momentum #53
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These are great! I've incorporated parts of (2) and (3) in b922d9d. Here's what it looks like so far: |
Addressing a couple other points: Show board
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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 :-) Show board
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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: demo.mp4 |
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.
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