Along with finding a couple of hidden bugs and things to clean up on, I’ve also been tidying up the end-user experience in this game o’ mine.
Previously getting a level up was a little confusing. The screen displayed a swooping graphic (that was layered incorrectly), the game would briefly pause and it would say the usual “level up” text. This all happened in a second. But it was too quick and a kind of “blink and you missed it” moment.
Now I’ve enhanced that slightly to make it more obvious at what just happened. During the level-up sequence now the UI in the corner quickly fades out as the swooping graphic is displayed, the screen goes dark and the text appears above it as the action is paused. It still takes the same amount of time but it’s much more illegible. It’s the same for level-downs and Tsol level-ups.
The Menu has also been updated, it’s still incomplete but has been redesigned to show as many of the important details on the first window. Newly added bits include the overall percentage and representive bar and total playtime. All stats have had their text replaced with easier to understand bars. Other screens in the menu now have new graphics to separate.
Also enhanced some controller options, if the game detects a controller has been disconnect (such as a battery going or faulty connection) it will automatically jump to the menu screen with a warning that control has shifted to the keyboard.