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Neat. While it would draw away from the visual elegance, the game would be bit more playable if it had numeric indicators, both for current level of influence a
by zokier 5y ago
Neat. While it would draw away from the visual elegance, the game would be bit more playable if it had numeric indicators, both for current level of influence and the change for next turn.
- lainga 5y agoMaybe press-hold TAB view them, like the production markers on tiles in Civ 4
- jawslouis 5y agoThat's a good idea! For those on mobile though, perhaps a button to toggle the view?
- Datagenerator 5y agoOr something time based, pulsating perhaps every few seconds as very faint overlay text?
- jawslouis 5y agoThanks! I did think about numeric indicators but didn't want to introduce too much complexity. Would also take away from the fun if players had to check the numbers for many cells each turn. Still trying to figure out the best way to show that information.
- chris_st 5y agoMaybe some kind of vertical line through the hex, say green on left, blue on the right, and as the line moves away from the middle it's obvious which side is gaining influence there? When it hits one side or the other, it's locked.
- dddw 5y agoYeah I agree, but maybe have also non-numbers as an extra option. very nice game, will pass it around to fellow-go players
- shoo 5y agoi agree that there is a "legibility" issue. the game doesn't communicate the state of unlocked hexes or the rules of how the threshold to lock hexes. It wouldn't necessarily need to be numeric indicator. it could be a visual indicator on a hex to communicate that a hex will lock to a particular colour next turn. For even more usability, the game UI could update these indicators for all hexes when the player hovers over a hex (if you place here, then this is the immediate result you will get..)