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Post your ideas for interface improvements here.

  • The way rooms scroll is mildly confusing. I can't tell if I should go left, right, "up" or "down" to continue exploring. All screen edges are black anyway. I have an idea: black edge should be reserved for room boundaries. Edges that can be explored could be light gray, like a fog.

  • wasd keys work ingame, but not in menu

  • I find myself trying to save time by going down when already at bottommost menu item. It doesn't work because menu doesn't wrap around. For instance when the cursor is on "back", pressing down should change selection to topmost menu item


  • Slightly more standardized room exits would help. Invisible diamonds (item 9) are fine when the creator wants to make something fancy, like exit via a car, phone booth, jump into a well, or even a portal in the middle of a room. But LOTS of rooms have exits on one of edges. How about an additional item for exits on screen edge ? It would work the same, except it would look like a bright blue rectangle (1 voxel thick, dimensions about the size of a door). Players would be encouraged to use it when room ends on an edge.

The big suggestion thread:

P#2515 2011-11-03 05:18 ( Edited 2011-11-19 09:29)

DISCLAIMER: it's not like I dislike the bigger thread. I like suggestions to be grouped by category.

Spawn point indicator
Many harder rooms with fast developing action are virtually impossible on the first try. Why ? Not because you don't know where enemies are when you spawn. Because you spend time searching for your robot on the screen. Until you know where you spawn, moving can even be harmful.

So here's an idea. Upon entering a new room, only player's robot is visible (and he can't move). That's right, not even the ground. After a second, everything else appears.
For people who find this obnoxious or immersion breaking, it could be an option. But in my opinion it would be best if it was ON by default.

Another implementation would be a beam of light that disappears shortly after entering the room. The beam would sparkle with rainbow colors.

P#4598 2011-11-18 03:50 ( Edited 2011-11-18 08:52)

However some level use the fact that you don't know where you are being spawned, such as "gamer girl". So if there was such a feature, it could be an option in the editor...

P#4599 2011-11-18 05:03 ( Edited 2011-11-18 10:05)


I don't think one room in an alpha level is enough to justify bad design. If backwards compatibility is necessary, there could be an option to suppress it in level editor. But it should be enabled by default.

P#4621 2011-11-18 14:30 ( Edited 2011-11-18 19:30)

I begging you, can be able in editor a num key ?

P#4625 2011-11-18 16:55 ( Edited 2011-11-18 21:55)

How about a roll action in-game that's faster than running, sometimes it would be good to get some advantage to evade enemies like the little guys, and it could only consist of a few frames forming the "roll" animation.

P#4627 2011-11-18 18:03 ( Edited 2011-11-18 23:03)

Mr. Pie:
That's not an interface improvement. You should post it in the Gameplay Ideas thread (https://www.lexaloffle.com/bbs/?tid=462) or the big suggestion thread (https://www.lexaloffle.com/bbs/?tid=460). This thread is for things that affect convenience, but don't affect what is possible.

P#4651 2011-11-19 04:29 ( Edited 2011-11-19 09:29)

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