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Looking for Feedback on Gearomancer’s UI Screens!

Started by Rivelle May 30 at 3:07 PM 2 replies 500+ views
Original Post
Rivelle
Rivelle

Hi everyone,

We are Ditag Games, and we are currently developing Gearomancer, an indie bullet hell action-roguelite game for PC / Steam.

While working on the UI side of the game, we wanted to share two screens with you. One is the character / Agent screen, and the other is the talent tree screen.

Before Bullet Fest on June 8, we would like to get some outside feedback on these screens. After looking at the same screen for a long time, it can become harder to notice certain things, so feedback from both developers and players would be really valuable for us.

How do these screens look at first glance?

We are especially curious about your thoughts on these points:

  1. Does the character screen feel clear and understandable?

  2. Is the talent tree readable at first glance?

  3. Does the UI feel too busy, or does it look balanced?

  4. What do you think about the gold, blue, and dark color balance?

  5. Would these screenshots create a good first impression on a Steam page?

  6. What would you change if you were working on these screens?

We are open to any constructive feedback. Comments about readability, visual hierarchy, and first impressions would be especially helpful for us.

Thank you for taking the time to check it out.

snnooze
snnooze

Hello,

For me that looks great, I'm not a design or graphic professional at all and the only thing I could tell to tell something is on the character screen it's maybe a little too much "closed" around the character so in my opinion maybe the space for the agents on the left could be reduced to give more space to the character in the middle.

But I imagine if there are 12 boxes there is a reason 🙂

It was just my point of view and hope it will be helpfull.

Have a nice day 🙂

LorenzoGatti
LorenzoGatti

The blue text ("Spellcaster" etc.) is low contrast.

The text typeface has a small x-height. Did you try setting text in the same typeface as button labels? It should be more readable.

In the second screen the talent that the detail panel refers to is highlighted, but there is no indication of which talents in the intimidating panoply of 31 icons of 4 types are present (and at what level) or potential advancements or inaccessible.
I'd group talents by type (one group would be "combat defense") and show their names and levels instead of their dependencies (which would be suitable information for a detail panel).

Does the second screen shows the talents of Mr Vael, as suggested by showing him in the corner, or global talents of the player, as suggested by showing "Talent" management as a peer of "Agent" selection, "Forge" use, etc.?

Omae Wa Mou Shindeiru

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