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Content Summary
The developer seeks feedback on improving an in-run upgrade menu that feels visually empty. Users suggest adding icons/images, highlighting key stats, increasing padding, implementing borders/color-coding, adding hover animations, and including a stats panel. Emphasis is placed on making effects memorable through visual cues rather than text.
Opinion Analysis
Mainstream Opinions:
- Overwhelming consensus that visual enhancements are needed: icons, color-coding, and highlighting key stats.
- Strong support for adding interactivity (hover animations) and better spacing/padding.
Conflicting Views:
- Borders: Some users advocate for borders/corner designs to separate cards, while OP notes previous feedback found them distracting.
- Vagueness vs. Detail: Debate on whether descriptions should be vague (to encourage experimentation) or detailed (for clarity). u/BytenSalad suggests a hybrid approach with unlockable details.
Other Perspectives:
- u/Ok-Chapter-6893 cautions against overdesign, noting the current design is close to becoming "overburdened."
- u/nnneely references Balatro as positive example where card art aids memorability, contrasting it with OP's text-heavy approach.
SAAS TOOLS
SaaS | URL | Category | Features/Notes |
---|---|---|---|
No specific SaaS tools mentioned | N/A | N/A | N/A |
USER NEEDS
Pain Points:
- UI feels empty and lacks visual appeal
- Important information not highlighted
- Icons are too small or transparent to notice
- Lack of visual separation between cards
- Text lacks padding and sticks to borders
Problems to Solve:
- Improve visual design of in-run upgrade menu
- Enhance clarity of card effects
- Increase player engagement through UI feedback
- Make upgrade effects memorable without reading text
Potential Solutions:
- Add icons/images to represent effects visually
- Highlight key stats (e.g., numbers, percentages) with color or formatting
- Increase padding around text and between cards
- Add borders or color-coding to cards (e.g., based on rarity or effect type)
- Implement hover animations and visual feedback
- Use particle effects or screen-specific animations
- Add player statistics panel that updates on hover/selection
GROWTH FACTORS
Effective Strategies:
- Iterative design based on user feedback
- Balancing detail and vagueness for player discovery
Marketing & Acquisition:
- N/A (Not discussed in context)
Monetization & Product:
- Using visual rarity tiers (common, rare, legendary) to enhance perceived value
- Feature discovery through unlockable details to encourage experimentation
User Engagement:
- Implementing hover animations and interactive feedback
- Community-driven design improvements via platforms like Reddit
- Using icons/colors for quick recognition to reduce cognitive load