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User Feedback: UI on map: User reported being unable to tell which level in the map they had done or need to go to next #548
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They make good points. Some people may not like the story elements, those should definitely be skippable. @polytroper thoughts? Maybe bump priority of #302 and #327? |
Oh there could also be separate "next level" and "map" buttons. For divergent levels, it could just be manually assigned which level is next to ensure they're all hit. |
Cutscene Issue here: #302 |
what do you mean "manually assigned" @camdan-me |
I think there should be 3 clear different buttons on the victory message for resetting, next level, and map, with the default being the next level. |
A very simple low-tech solution is to add a grey trail to the level select area that meanders around the general route. This would help guide players down the 'main quest' game path while also enhancing the sense that the ghosts are completing a race/journey and not aimlessly wandering around the white void. There is the possibility that this interferes with the 'split path' decision in cutscene 1 since that would kind of spoil the plot, but you can use the same code that hides levels to also hide each biome's leg of the journey. That way, you incrementally reveal the 'main route' without revealing too much of the story to come. Same idea for the rejoining level in the desert. |
essentially, hard link the |
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