Less debug menu, more adventure
Scroll-style rewards and clearer labels are helping the interface feel closer to the game around it.
- UI
- Rewards
- Readability
Moving to icons helped a lot, but the surrounding menus still looked like boxes I had put there to test things. I've been moving the rewards toward parchment and scroll styling so they fit the fantasy side of BattleBall.
The wording needed attention too. Item or Relic now gets its own label, separate from the name. Rarity has a clear place, and the unnecessary numbered instructions have been trimmed back. I want to understand the choice before getting distracted by its glow.
Enemy tooltips got a practical change as well. Trying to hit one tiny icon was frustrating, especially when hovering the loot symbol showed information about armor instead.
Hovering the status row now brings up the information for the whole row. The icons can stay compact, and there's somewhere to read what all of those effects actually mean.