I like what I see
Very good design choice. Upgrades always tend to give that nice action + reward feel for the player.
My only concern is that the interactive objects don't stand out, I mean they look amazing but they need some hint in order to have them stand out from the background, maybe a white or black outline. I dunno maybe it's just me
Thanks!
Yes that's a fair concern and we take clarity/UX very seriously.
For that we have certain rules for interactive/gameplay objects so they stand out from the background:
- We use a limited color palette for the background. All interactive objects go beyond this with having higher saturation and value contrast.
- They are animated. Almost all animations are reserved for gameplay objects. For non-gameplay objects we try to create very subtle animations - just for atmosphere.
- Then there is composition. We try to create contrast by eg. placing them away from background objects - so for example if there is a bunch of background objects in a room, we may create a 'bubble' of empty space, which creates a natural contrast. That's a good place for, let's say, a lever. Or we may create shapes that point to interactive objects. We also use lights to lead the player's eye either to important objects or in the direction of something important, or just to tell the player 'hey, there is something here, go check it out!'.
In addition, these pickups have a slightly different graphic style from the rest of the game. They are rather large flat objects with glow. This was reserved only for special effects. Additionally the blue one goes way beyond our limited color palette. We wanted them to feel different from the rest of interactive objects because they, well, are different
They are something out of this world - soul shards, demonic pickups...
Plus we will place these altars into god rays, in the center of circular shapes, in secret areas...
We hope these rules will help with clarity in the end and that the player will feel like we give them enough information to win a stage. We fine tune these things rather often. For example we had at least three iterations of levers, but that's a topic by itself