||On top of that, you could also make the health bars thinner but more saturated, so that they still stand out but don't take up as much screen space.
Hope this helps, and best of luck!
||Maybe add a tooltip that says your hand is full, or something like that.
Thanks again for playing and giving your comments; you've definitely reaffirmed my need to improve the visual feedback!
||I know I recognize that name :) It's great to hear from you!
Yeah, there's definitely a lot of optimization issues currently...
||Pretty early in development still, but I'm pretty excited about how it's taken shape thus far :)
Edit: fixed links.
||I'll have to think about the best way to lay it out with the energy costs already there, but that's definitely a good idea.
As far as the card shifting issue, I'll try to work on that as well!
||This is super helpful stuff!
First, for your thoughts on Rogue Android...
You make an excellent point about the modes of building and playing.
||I think it's okay, but if you want to be safe, you could find ways to imply that the dog is just "knocked over" and not actually dead.
||On one hand, it's easy to iteratively add more content to that sort of game and treat it like a sandbox of sorts.
||I definitely plan on adding more weapon and ability cards as well as more interesting ways to gain resources (e.g.
||Best of luck on the rest of the project :)
||Awesome, glad I could help!