![]() Granted, that could sometimes be a disadvantage when I expect something to work like FTL and it doesn't but overall, I'm in a much better position to "get" the game than someone who hasn't played FTL.įor example, it's not obvious when you have destroyed an enemy system. I found many things baffling, and this is coming from someone who knows FTL inside out. It's tough to see at a glance how much power is in a system, for example. Instead, you have tiny icons and text, with poor contrast. Given that disadvantage, you really need to work extra-hard to create a clear interface. I can respect that, but it does mean you're already starting at a disadvantage in making your interface readable. This is a design decision driven by how you want the game to look. The isometric 3D viewpoint makes it fundamentally harder to "scan" the interface and understand what is happening. ![]() Trigon's is not, despite copying many design elements. Naturally I'm comparing it to FTL.įTL is a masterpiece of interface design its interface is highly readable and intuitive. The game in its current form has significant issues. ![]() It's interesting to see a new take on FTL, but overall I found it frustrating. Background: FTL is my favourite game, and I play it at the highest standard.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |