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I thought it was cute. The RCT style didn't really add anything other than showing it on a conveyor belt of sorts, but it was cute and in a world where HTML an
by aurmc 2mo ago
I thought it was cute.
The RCT style didn't really add anything other than showing it on a conveyor belt of sorts, but it was cute and in a world where HTML and CSS are practically free to make, we might as well spend some tokens on making educational content a bit more digestible.
I'm sure there's a plaintext essay that can explain this just as well if the RCT style was distracting.
- rkagerer 2mo agoMission achieved: It's cute. Some feedback on the UI. Just knowing there was an automatic timer made me feel rushed while reading each expanded step (regardless of speed selected), so I tried to manually take over the navigation, by using the pause button, next step button, and tapping factories. This caused my conveyor cart to somehow become decoupled from the current step and felt kind of buggy. I also felt trapped in the Loop, which went around 3 times. I didn't notice an exit button. Better yet, this is a transition where perhaps a swift animation of the cart going around a few times on its way to the next step may help communicate the sense of repetitiveness you're trying to make the user feel. I was on mobile and I noticed by the end of the park my phone had gotten quite noticeably hot - which is unusual except when under heavy gaming load. Thanks for putting this together. Ironically, I found your concise and frank little written synopsis at each step the most interesting part.
- mcphage 2mo ago> I'm sure there's a plaintext essay that can explain this just as well if the RCT style was distracting. Not distracting, just felt like a missed opportunity. A factory simulation that you could watch the different ingredients come in and travel through different building would have been neat.