People come here complaining about the UI, but do not point out exactly which part of the UI specifically needs to be better worked on.
Here are a couple of pointers:
- For starters the UI doesn't scale well with resolutions.
- The distance between various resources pictograms is static, meaning 111/200 have the same amount of space assigned as 799/900. Also distance between the moral and clock is unnecessary big. You will mostly have 5 digits there.
- Graphic is very rough, font is too thick, line width too big.
- Some pictogram squares use rounded corners some others don't.
- No consistency in mouse-over for buttons. Different colors, some change color, some don't, one even changes size for no reason.
- Primary colors everywhere. Try nuances because everything looks like a html without css.
- Font size. Pick a font size, and stick with it. Bunker map is... not nice at all because of that, really.
- Right side buttons governing movement from one room to another and/or to map - have different size and font sizes and font weight. Various room have "exit" button in the middle, sometimes displaced to the right, sometimes in the far right. Prison seems to be the only room with decent buttons. Also decide about their transparency.
- Speaking of buttons - they are so plain and boring. Give them a frame, simulate a shadow, make them more than some simple labels / links.
- Some colors go well together, some don't. On squad management screen you have white/red buttons on top, blue star on left, light green and pink-ish buttons below,navy blue on right, army green below and neon green on bottom. On top of that you have 4 types of fonts. In the same screen. Do you really like how this looks? See the screen-shot in case you need a reminder.
- Interface is confusing and only works sometimes. Assigning weapons for squad members for example. Those weapons does not appear in squad inventory for the selected member but appear for main character. Sometimes the squad member doesn't even show at all.
- Some interface buttons have no indication they are clickable.
- Day summary is not organised. Eg. the "ins" and "outs" are placed apart, you don't have a net gain / loss total. Generally accepted color codes (red for outs / loses, green for ins /gains) were not used - I suppose because the color of choice for background was "military green".
- Even I know about short keys, I keep using right-click and chose from radial menu (because a quick double right click also shows and hides the resources bar). Despite the fact that in this game sex scenes are few, far between and extremely similar, do you really expect players in a sex game to play with both hands on keyboard?
- Map zooming works against you, each morning you start with the map zoomed in - doesn't keep the precedent day setting.
- Map panning have the directions reversed and the pan amount is huge. If I drag from right to left I expect for map to go in this --> direction (like in Photoshop when you press space), not the opposite and the amount it moves should match the drag distance somehow.
- Speaking of general UI design, info boxes when hovering mouse over icons would go a long way.
Btw, never tried to play the game on the phone. Only PC (win 7) and laptop (win 10).
There you go. Some glaring issues. Just remember, people see the interface, not the engine. A good looking and functional interface makes everything better and grants a lot of leniency.
Edit: extra info