I think giving commands could be made a little easier, too, by making it clearer whose turn it currently is and then making the hotkeys work without having to click on their portrait first.
I'm sorry if the tone comes off as hostile. Also yes, this please.
The way I played it, was ordering two girls follow the character with best anti-trap stats, and then wandering as a group until well rested status wore off. Rest, repeat. If that could be done by selecting the leader and then simply WASD (or some other keystrokes by default, but I'm remapping this to WASD) instead of T+LMB that would be great.
2. I did set up something similar to that idea when prototyping the connections between rooms (in the original version, there were no connections which made it even more difficult to see which rooms were adjacent), but I didn't like how heavy it made things look. Too "filled out" if that makes sense? It possibly could have been fixed by making the connections thinner or adjusting the tone of the wood color or something, dunno.
Yes, that makes perfect sense, but to be fair the way you generate dungeon graphs, they are on the densely clumped side rather than sparse so that visual impression would be accurate. And yes. I think you could shrink the visual representation of a room or connections a bit and have more "empty space" without hurting visual clarity. This is more about connections having equal or greater visual impact compared to rooms.
5. Dunno. I suppose you could make a case for it to go there.
I'm not sure it's
the best place for it. But I know that using skills was probably my least favorite part, especially when support skills came into play. Get it together and Leadership seem to be powerful skills, but I basically spammed the latter via a pop-up menu, it wasn't fun. There has to be some sort of skill bar, or
something, and the window that tells whose turn it is seems to be the first place to go.
Ideally I'd like to press the skill button, even out of turn, and the knight would use it when her turn comes, if the skill still makes sense.
Okay, so I'll briefly comment on the other screens. The camp screen is mostly good, the use of sandclock symbol to indicate all the actions that use time is GOOD.
1. Bringing up Knight's stat page could be made by a dedicated button (from your tent maybe?) instead of locating the knight.
2. "Check you own status" could be moved to inquisitor's portrait or even merged with it.
3. Options, too, feel like they belong in the lower right corner.
4. Cosidering "Go back to the dungeon" is greyed out all the time until it's really time to go, do you really need it? Make it appear at the 10th hour as the only action at every location, maybe?
Research screen.
1. Big, big one. There isn't a quick way to continue last research project to completion. There isn't even an indication that this monster/trap/curse has already research invested.
2. Remembering the state of this window when you re-open it could be a nice QoL to help with the previous problem a bit.
3. "Hide fully researched skills" is nice, but I often want to find the opposite. I want to read up on researched skills to see if I can fulfil requirements. (And generally, I have maybe a fifth of skills researched on 2nd run, there are a lot of research subjects and so little time)
Character skill screen.
1. I'm convinced the "Learn New Skill" button is not needed. You could just display new skills in the same panel as existing skill (maybe tinted green or blue, or whatever to indicate "new") and that's it. If you think there has to be a separate dialogue for learning new skill, then there certainly is space to display descriptions for these 3 skills right away instead of clicking 6 times just to read up on your options (more if you consider different ranks).
2. The button to level up the skill is too damn tiny. If keeping this button small is important, then consider this as a second option:
Scroll management screen.
1. If it's possible, consider reorganizing the spell/scroll inventory to be 2 or 3 rows.
2. It's better to sort this list/inventory by availability, instead of new stuff gets shoved in the end of the list.
3. And yes, you have filters. Let's talk about filters, this applies to other screens (research) but here it's really relevant. What makes them unusable for me, is that they are exclusive with a Boolean OR, while I want inclusive with OR. What I mean, generally I want to see: memorized spells and any scrolls I have in my inventory. Basically, anything
potentially learnable. Even if it's not teachable/imprintable at the moment, I still want to browse and maybe figure out how to fulfil the requirements. None of the filters seem to allow me that (unless I am missing something obvious). The logic I want is: show (memorized OR scroll number > 0). Sometimes: show (memorized OR scroll number > 0 OR teachable)