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Do these red attack zones feel intuitive, or should I rethink the design?

r/IndieDev
8/15/2025

Content Summary

The post discusses the intuitiveness of red attack zones in a game, with the author seeking feedback on whether they are clear and effective. Many users found them intuitive, but several suggested improvements such as filling the area gradually, adding a timer, or making the indicator more dynamic. Some also mentioned concerns about clarity when multiple enemies are attacking and the need for accessibility features. The author plans to implement some of these changes and is open to further suggestions.

Opinion Analysis

Mainstream opinion appears to favor the current design, with many users finding the attack indicators intuitive and well-designed. However, there are some debates about whether the indicators are too obvious or intrusive, especially for more experienced players who prefer a challenge. Some users suggest that the indicators should be optional, allowing players to toggle them off for a harder experience. Others argue that the indicators help new players understand the game better and improve overall gameplay clarity. There's also discussion around the need for accessibility features and the importance of maintaining visual clarity when multiple enemies are present.

SAAS TOOLS

SaaSURLCategoryFeatures/Notes
NoneNoneNoneNone

USER NEEDS

Pain Points:

  • Players may find attack indicators too obvious or intrusive
  • Difficulty in distinguishing between multiple enemy attack zones
  • Concerns about clarity and readability during fast-paced combat
  • Need for accessibility options (e.g., colorblind mode)
  • Desire for customization (e.g., toggling indicators on/off)

Problems to Solve:

  • Making danger zones intuitive without breaking immersion
  • Ensuring clarity when multiple enemies are attacking
  • Balancing difficulty and player experience
  • Providing visual cues that are not overwhelming

Potential Solutions:

  • Filling the attack zone with red gradually as the attack approaches
  • Adding a timer or progress bar to indicate when the attack will happen
  • Introducing a 'hardcore' mode to hide indicators for advanced players
  • Using different colors or patterns for accessibility
  • Enhancing the animation to make it clear that the attack originates from the enemy

GROWTH FACTORS

Effective Strategies:

  • Gathering feedback from players and iterating based on their suggestions
  • Balancing clarity and immersion in game design
  • Offering customization options to cater to different player preferences

Marketing & Acquisition:

  • Leveraging community feedback to improve the product
  • Sharing demos to attract potential players

Monetization & Product:

  • The game is designed to be a co-op roguelite, suggesting a focus on replayability and long-term engagement
  • Potential for future features like heat systems or difficulty modes

User Engagement:

  • Engaging with the community through Reddit and other platforms
  • Encouraging player testing and feedback to refine the game