Feedback on Stratejelly

Looking at the comments I've recieved on Stratejelly, I'm really pleased.

I apologise for the lack of readme file and clear instructions. As well as the bugs of course. It was more to do with time limitations than anything else. I'm currently working on polishing it up a bit after which I'll release it on the PyGame website.

I'll include much clearer instructions and even a tutorial if I can handle it. If anyone has anything else they'd like to see in it, I'd really love to hear from you.

Thanks again for the ratings.

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Comments

Can you sort out the movement/attack overlay so it's easier to see exactly where your cursor is?
Some more suggestions:
  • When you're in the mode for giving a movement command, it would be useful to see a preview of the attack range that you will have if you move to the selected square. Often I found myself having to guess how far I needed to move towards an enemy in order to be in a position to attack, and getting it wrong, particularly when there are gaps in the terrain.
  • It would be nice to be able to give a movement command to one unit, leave it for the moment to give a commands to other units, and then come back to the first unit and finish giving it commands. Maybe there's already a way to do that, but I didn't find one.
  • Being able to use the mouse for selecting units and destination squares would make the whole experience much quicker and smoother.
I think I'll redesign the graphics so that the floor is 3D. This will allow for camera movement and overall a much easier way of viewing the scene. As for the overlay, I think I will make the tiles change colour without having a raised height. Only the selected tiles will have a raised indicator. That way it will be easier to see whom you are targetings.

The preview of the attack range is a great idea. I'll definitely include that. And I understand; especially with the yellow jellies, that was annoying.

Your second point, Gcewing I've already thought of. It seems fairly easy to implement so that I shall.

And using the mouse: this was difficult when I was using 2D isometric. When I change to 3D it will be easier to have the mouse selecting things.

Thanks for the feedback guys.
From a graphic design point-of-view, I would suggest taking all the numbers out of the UI. Hide them, or do them with a meter, or icon stacks like in Civ. A cleaner, less cluttered look would make the game seem friendly.
Some further thoughts:
  • Don't be quite so cryptic when displaying the stats. I eventually figured out that "Jm" stands for "Jump", etc, but there's plenty of room to spell them out in full.
  • I never quite figured out what the numbers next to the red and blue jelly symbols were about. Probably this comes under the general heading of "more documentation needed".