New UI Update: Gameboard
Comments
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ThaRoadWarrior said:I assume that this has been thoroughly tested on iOS, but I do have a bit of concern that losing the padding on the tiles down at the bottom of the screen will result in accidentally swiping up the ap as if I were going to try changing apps when interacting with bottom-row matches. Right now there is a fairly decent margin/padding between that grab point provided by iOS, but the closer you put those in-game interaction points to OS-provided interaction points, the more opportunity to introduce unwanted behavior you're creating for users.
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It looks more functional than the current scheme. One problem I sometimes find is searching for matches if the board is almost all fortified tiles in black panther(4) mirror matches. Hopefully this change helps
I would like to know why there is currently no feature in the steam version that shows you the value of total special tiles for each team. On the android version you just tap a tile and it shows the total values for both teams.2 -
ThaRoadWarrior said:I assume that this has been thoroughly tested on iOS, but I do have a bit of concern that losing the padding on the tiles down at the bottom of the screen will result in accidentally swiping up the ap as if I were going to try changing apps when interacting with bottom-row matches. Right now there is a fairly decent margin/padding between that grab point provided by iOS, but the closer you put those in-game interaction points to OS-provided interaction points, the more opportunity to introduce unwanted behavior you're creating for users.0
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Daredevil217 said:ThaRoadWarrior said:I assume that this has been thoroughly tested on iOS, but I do have a bit of concern that losing the padding on the tiles down at the bottom of the screen will result in accidentally swiping up the ap as if I were going to try changing apps when interacting with bottom-row matches. Right now there is a fairly decent margin/padding between that grab point provided by iOS, but the closer you put those in-game interaction points to OS-provided interaction points, the more opportunity to introduce unwanted behavior you're creating for users.3
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IceIX said:Daredevil217 said:ThaRoadWarrior said:I assume that this has been thoroughly tested on iOS, but I do have a bit of concern that losing the padding on the tiles down at the bottom of the screen will result in accidentally swiping up the ap as if I were going to try changing apps when interacting with bottom-row matches. Right now there is a fairly decent margin/padding between that grab point provided by iOS, but the closer you put those in-game interaction points to OS-provided interaction points, the more opportunity to introduce unwanted behavior you're creating for users.1
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It seems more modern. Always it is a matter of getting used, but I like it. Im always playing at the minimum bright on my phone for not having sight issues, perhaps with this board I could play with more light.
Continue the good work!0 -
If it ain’t broke don’t fix it. I’m sure I’ll get use to it with time, but can’t say I’m a huge fan of the new look right now.4
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I appreciate the UI updates and these changes are probably something the dev team is really proud of. As a player I would appreciate some more balance changes especially in the 5* tier. There are a lot of characters that could use some adjustments to make them much more usable in the game.7
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I feel like its more difficult to see patterns with the darker colors due to things blending in more. I'd much rather see quality of life updates (normalizing enemy turn speed/speeding up certain effects/animations, option to automatically repurchase boosts).
The shop UI change makes it harder to scroll through / browse and the boost/TU menu change makes it much harder to equip / repurchase boosts. Most of the recent changes have made the game worse.3 -
IceIX said:
Hey all! As part of our continued UI updates, we’re going to be making one of the bigger ones in R223, an update to the gameboard!
OMG... They didn't run this by a single colorblind person, did they? In the existing layout, the red/green/black are easily distinguishable, even to me, a Deuteranope (one of the red/green colorblind types). The blue and purple look similar, but the background helps with the shape discernment.the new one... however...Red, Green, and Black are near indistinguishable. Blue and purple now look EXACTLY the same. There's NO difference at all. The darker background combined with the shading on the tiles make them blur together, even though it looks like there is actually same (or even more) space between them.I'm hoping that it's just a problem with the screenshot and it's not actually this bad...
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Red are triangles with the point up, black are circles, green is a square, yellow are diamonds, Blue tiles are Rectangles, Purple are triangles with the tip pointed down, so color is not the only distinguisher between tile pools. But the contrast reduction is not to my taste either generally.0
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ThaRoadWarrior said:The saturation reduction on the AP bar seems like it isn’t as easy to read as before; there isn’t as much contrast, and it all feels a little murky to me now. I’ll be interested to turn physics back on; I liked it but I recall it felt linear on the bounce, like it needed ease in and out curves.
Speaking of contrast, the Black tiles also blend with the black background. I think the tiles themselves are fine, but the background could be lighter. Instead of a bluish-black, maybe a a bluish-grey. I'm sure Colossus (Phoenix Five) would approve.2 -
ThaRoadWarrior said:Red are triangles with the point up, black are circles, green is a square, yellow are diamonds, Blue tiles are Rectangles, Purple are triangles with the tip pointed down, so color is not the only distinguisher between tile pools. But the contrast reduction is not to my taste either generally.1
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ThaRoadWarrior said:Red are triangles with the point up, black are circles, green is a square, yellow are diamonds, Blue tiles are Rectangles, Purple are triangles with the tip pointed down, so color is not the only distinguisher between tile pools. But the contrast reduction is not to my taste either generally.
I use mainly the shapes, but that goes out the window as soon as any sort of tile-spammer enters the game. Attack. protect, strike, countdown, and charged tiles aren't that bad... but locked, frozen, repeater, and web tiles obscure the shapes pretty severely.
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Ugly as sin, whoever you hired to do all these visual overhauls was an incredibly poor use of resources. You also keep eliminating useful border-space so we're not swiping into app-switch area, does no one actually review this?
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Well, not a really bad wellcome. Bearing in mind that historically Community wont never wellcome any change, will complaint about it before testing it out, and after playing it hardly will recognize that it was good.1
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Okay, now I've fought a couple of battles with it, and I have some feedback:
I don't love the change, but in terms of the shift in colors and style, I know I'll get used to it. Not a fan of the tile physics, but since that can be turned off, great. Leave it in or don't, doesn't bother me in the slightest.
The thing I don't like is the way the board dims on the enemy's turn. I find this distracting, and if I'm watching what's going on it actually makes the action and predicting cascades harder to follow. If there was a way to turn that off too, that'd be great.22 -
mbaren said:Okay, now I've fought a couple of battles with it, and I have some feedback:
I don't love the change, but in terms of the shift in colors and style, I know I'll get used to it. Not a fan of the tile physics, but since that can be turned off, great. Leave it in or don't, doesn't bother me in the slightest.
The thing I don't like is the way the board dims on the enemy's turn. I find this distracting, and if I'm watching what's going on it actually makes the action and predicting cascades harder to follow. If there was a way to turn that off too, that'd be great.
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I'm playing on Steam. It came available... I don't know, around 9am Pacific time?0
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