Any things you'd like to see changed in the UI?
So I'm a terrible UI designer, tried my hand at it a while ago and it turned out crap (mostly because I didn't put much effort in it, but at least I learned making a good UI is hard)
Having said that, there are a couple things that I feel can use some improvements.
- click and drag is terrible on a trackpad, on the guild (home, not the building), when you need to drag people around, it's pretty annoying to do
- right clicking on a adventurer to get a status only works if you right click the image, not the adventurer card (prob just a bug to be fair)
- the boxes needs to be styled, as in feel like it's just not some rectangle with rounded corners (the boxes I am talking about are a bit everywhere, but one example is the adventurer party in the guild/home screen). Maybe a custom art or whatever (I am aware that it takes a lot of time to do...)
- sometimes tokens are not hover-able, in a move description for example (which make it hard at the beginning of the game when you don't know what they mean just yet, I am aware there is a tutorial screen with them all listed, but having to go back and forth makes it a chore)
- font needs to be changed I feel, this looks like the placeholder default and makes the game feel unpolished (please don't go for an unreadable font)
- being able to 'favorite' adventurers, the adventurer list seems to get scrambled every time you return from a dungeon, and it makes it quite hard to find who you are looking for when you have more than 8 (on my screen, might be 6 for FHD)
- better display of equipment screen, trinkets are kinda sorted randomly, yes you can sort them with the buttons, but they still feel a bit confusing to search through, I don't actually know how you could fix this, maybe with delimiters between categories? but you would need to scroll then... idk
- better way of seeing who is a debuff applied to, for example, bloody crown says it forces bleeding 1, which from the context you can assume to be the wearer, but from the UI itself, it doesn't say. Maybe a way to differentiate if a debuff is on a target or on the wearer through an icon?
- In the same vein as the one above, an icon to differentiate received damaged from damage done, this way you could have -10% (icon: sharp) (icon: attack) or -10% (icon: sharp) (icon: defense)
- if you can condense the descriptions of the items, maybe have them appear on the item image, and hovering would give you a more verbose description.. making it easier to tell at a glance which is which
- better audiovisual feedback when clicking on a button, you already have some visual, but it's not always consistent (sometimes it looks like a button is being highlighted, sometimes it looks like it's actually clicked depending on the specific button, but no audio cue). Your buttons, or any actions a player does, needs to have some feedback in both audio and visual, to confirm that the button has been pressed and give a weight to it. RPGM has that built in with the sounds it makes when you move your button cursor around (which I am eternally grateful for, the amount of games that wouldn't have had that otherwise would have been staggering) but here you don't have much audio feedback.
Anyway, plenty of ideas, although some of them were probably on your TODO list... this is still an alpha, and it's already insane the amount of content you already have for an alpha.