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Some aspects are not obvious

Open devkennyy opened this issue 2 years ago • 16 comments

I've told a few people to checkout out the site and they don't know to click on the dungeon doors, they don't know to squash the bug icon. Should we make it more obvious or leave it as is since it's a game.

devkennyy avatar Jul 12 '22 10:07 devkennyy

To be honest, it felt pretty clear to me when I first checked it. There isn't much on the screen to get lost anyway. If anything, we could make the icons change color when hovering over them.

Andreu-G avatar Jul 12 '22 11:07 Andreu-G

You're right, the people I sent this too aren't very tech literate anyways. We could still change the opacity on hover, or stop the blink animation for the doors?

devkennyy avatar Jul 12 '22 11:07 devkennyy

For the index animation, we could maybe add 2 triangle arrows if you don't want to modify the color/animation.

Andreu-G avatar Jul 12 '22 12:07 Andreu-G

I'm not sure what you mean by 2 triangle arrows? Side by side?

devkennyy avatar Jul 12 '22 12:07 devkennyy

Yes. If you click on the link, you'll see the fontawesome icons I was talking about. I meant having one right-arrow on the left side, and one left-arrow on the right side of the door icon, to further specify that they have to do something with the door (in this case, to click on it).

Andreu-G avatar Jul 12 '22 15:07 Andreu-G

Oh, I understand! If it looks nice, I'm down. Would you like to try it?

devkennyy avatar Jul 12 '22 22:07 devkennyy

Some sort of mouseover highlight or color change on the starting door might be helpful. When I first saw it I thought it was a loading screen rather than something I should click.

Shabbyconnor avatar Jul 13 '22 04:07 Shabbyconnor

I paused the animation, reset the opacity and upped the font-size a little. If this isn't enough we can proceed with the arrows but I think it will suffice for now.

devkennyy avatar Jul 13 '22 04:07 devkennyy

Some sort of mouseover highlight or color change on the starting door might be helpful. When I first saw it I thought it was a loading screen rather than something I should click.

Thought the same, although that won't work for mobile users since there's no mouseover.

Andreu-G avatar Jul 13 '22 05:07 Andreu-G

I agree with what @Andreu-G said, but if I were to propose a solution, I'd have some sort of counter that counts down (from 10 for example) in the background and triggers either arrows that point to what the user has to click/press to proceed or have a small popup (something like a tooltip) that tells the user what to click/press. It's simple, but for people who don't like tutorials/guided stuff like me, it's a both distracting and annoying. Especially for returning users/people who are already familiar to the site.

gruelingpine185 avatar Jul 18 '22 21:07 gruelingpine185

I like it! Would this be for every stage or just the start?

Shabbyconnor avatar Jul 18 '22 22:07 Shabbyconnor

It's honestly up to @devkennyy. I'd go with every stage

gruelingpine185 avatar Jul 18 '22 23:07 gruelingpine185

Maybe we could add a hint button instead of a timer?

Shabbyconnor avatar Jul 18 '22 23:07 Shabbyconnor

It's simple, but for people who don't like tutorials/guided stuff like me, it's a both distracting and annoying.

I agree, tutorials are tedious, unnecessary, and wouldn't go with the minimal theme at all.

I'd have some sort of counter that counts down (from 10 for example) in the background and triggers either arrows that point to what the user has to click/press to proceed or have a small popup (something like a tooltip) that tells the user what to click/press.

My initial vision for the project was that users would share the answers and anyone stuck would Google them but I don't see that happening anytime soon. The game is more puzzle sided than text adventure so I don't see the point in giving away the answers. Thoughts?

devkennyy avatar Jul 19 '22 00:07 devkennyy

I agree. Rungeon is going to need to be a much larger game before anything like an answer forum should be created.

An observation: When I play the game, it feels like something to be speed ran rather than enjoyed. Being a text adventure game, I do believe that it should utilize randomized prompts or maybe an AI. In doing so, it slows the end user down while also adding new taste to keep them engaged.

So this raises some questions:

  • Should Rungeon be speed ran?
  • How is it going to stand out in comparison to graphical games?
  • What's going to make it unique? So far it's the typical give the dragon a coin and run out before it realizes it fake.

gruelingpine185 avatar Jul 20 '22 12:07 gruelingpine185

Should Rungeon be speed ran?

Speedrunning is something I consider every time I test the levels (answers are wired into my brain) and has no major downsides. Games like these tend to attract the speedrun community sooner or later and by preparing for it we can guarantee success.

How is it going to stand out in comparison to graphical games?

Are you familiar with the Impossible Quiz? It's a large inspiration to this project. The way a user has to Google every level and think "That was so obvious, how didn't I get it?" is so interesting to me. While we should add some animations and certain graphics for advanced levels, it's a lot more quantity over quality.

What's going to make it unique?

There doesn't need to be anything that makes us really unique. The puzzle, text-adventure niche is limited to say the least. If I had to point out the primary focus, it would probably be the open-source aspect. Users being able to add their own level and play/interact with it on the main site is something not alot of games have (none that I can think of).

devkennyy avatar Jul 20 '22 13:07 devkennyy