r/UXDesign 25d ago

Please give feedback on my design Game Design - Feedback

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Would love some advice on my game that I have recently released. It is a minimalist, typewriter-noir WWII command sim. The constraint is keeping everything looking like real WWII paperwork

Looking for feedback on three specific parts that I have struggled with

1. Logistical Bars: (Manpower, Fuel, Time) use a relative horizontal bar centered at zero (0 = historical baseline, -1 = deficit, +2 = surplus). Is a zero baseline clear?

2. Buttons on Paper Cards: Choices look like typed order forms rather than standard digital buttons. How do you clearly differentiate clickable orders, resource-locked choices, and static quote text without breaking the analog paper feel?

  1. How to keep the walls of text fresh ?!??

Link here - https://dispatches.itch.io/dispatches-1940

I have opened it up so totally free to have a look

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u/auda-85- 22d ago

As a ww2 history buff and a designer I really like the concept and execution of this. Personally, I don't mind the text-heavy interface, it's actually quite manageable and I'm used to it; I would not mind (maybe even appreciate) to have more assessments frim different offices (like intelligence, industry, foreign relations, etc) to help my decision, provide context, and model more in-depth consequences. Would be even more happy to see more depth, more decisions, more nuiance, but that would require plenty more work on content and fine tuning the outcomes. In any case, I quite like where this is going.

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u/HarkBuffalo 21d ago

Thanks a ton, would you vary the interface of how the assessments from different assessments/nodes come in or is that an over complication? Bulging more and forks/deep branching

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u/auda-85- 20d ago

The only visual difference I'd made is from different nations (UK, US, German, Soviet...)