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User Feedback: UI on map: User reported being unable to tell which level in the map they had done or need to go to next

Open Arpan-206 opened this issue 2 years ago • 7 comments

Description

The bits between the levels...not so much. Just frustrating trying to work out what arrow I need to click to get to another level. Kept accidentally finding myself in the same level again. I just don't care about which meta-path to take, just give me the next level. Also...those weird inter-level screens where you click or use arrows while the figures move glacially slow across the screen? ARGH. I lost patience after 30 seconds. So. Slow. And no way to skip it. And when I clicked the wrong thing I had to start over.

From HackerNews

Screenshots

Screenshot 2023-05-09 at 7 22 11 PM

Additional information

No response

Arpan-206 avatar May 09 '23 14:05 Arpan-206

They make good points. Some people may not like the story elements, those should definitely be skippable. @polytroper thoughts? Maybe bump priority of #302 and #327?

camdan-me avatar May 09 '23 14:05 camdan-me

Oh there could also be separate "next level" and "map" buttons. For divergent levels, it could just be manually assigned which level is next to ensure they're all hit.

camdan-me avatar May 09 '23 14:05 camdan-me

Cutscene Issue here: #302

alhardwarehyde avatar May 09 '23 18:05 alhardwarehyde

what do you mean "manually assigned" @camdan-me

karamassie avatar May 09 '23 21:05 karamassie

I think there should be 3 clear different buttons on the victory message for resetting, next level, and map, with the default being the next level.

polypixeldev avatar May 09 '23 22:05 polypixeldev

User reported being unable to tell which level [they] need to go to next

A very simple low-tech solution is to add a grey trail to the level select area that meanders around the general route. This would help guide players down the 'main quest' game path while also enhancing the sense that the ghosts are completing a race/journey and not aimlessly wandering around the white void.

There is the possibility that this interferes with the 'split path' decision in cutscene 1 since that would kind of spoil the plot, but you can use the same code that hides levels to also hide each biome's leg of the journey. That way, you incrementally reveal the 'main route' without revealing too much of the story to come. Same idea for the rejoining level in the desert.

josephdong1000 avatar May 09 '23 22:05 josephdong1000

what do you mean "manually assigned"

essentially, hard link the next button for a level to a specific level to account for split paths. when you click next, a certain level is defined as the "next" one, even if the path splits.

camdan-me avatar May 10 '23 01:05 camdan-me