Danger glint obstructs view of opponents
Did I submit such a problem before?

Can be turned off in settings But maybe changing the effect of danger alerts is also a good idea
What if - just what if - we move the glint behind other UI elements (including opponent fields, text on that top right corner, and whatever might be there)
How would that look?
Is it really necessary to see opponents' fields when you have tons of garbage in buffer? I don't think so I think the lines-thickness-curve used now is just okay Move red area to bottom layer will heavily lower the pressure. Just turn it off if you dislike it
@MrZ626 I suggest using fire (like tetr.io one), so we will have a switch to change how the red danger should appear One another option is make it fade repeatly with a loudly sfx
~~mmm plagiarism~~
Is it really necessary to see opponents' fields when you have tons of garbage in buffer? I don't think so
If you are doing a fast paced real-time game, you probably don't have the brain cells to watch your opponent
If you are doing turn based, you will have the spare time to screen peek, and you might have a reason to do so
If you are looking at a screenshot or a replay, heck I'd like to see the opponent
Still think we should give the players a choice. I would suggest to decreasing the opacity of the element so it signals the urgency but not disrupt the UX.
a new slider can solve this