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Into the Breach’s interface was a nightmare to make and the key to its greatness

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51–59 of 59 posts

Re: Into the Breach’s interface was a nightmare to make and the key to its greatness

#52
post #36

Earlier quoted context omitted.

This is on their road map. Consoles/mobile are where they are still hesitating due to the experience they had with FTL porting.

I'm really hoping for mobile, Into the Breach would work really well on mobile due to its bite sized battles and clean UI.

Agree, I'm holding off on buying because I'm not sure I'd sit down and play this on my desktop, but it looks like it would be great on iPad.

Re: Into the Breach’s interface was a nightmare to make and the key to its greatness

#53
post #28

I think there's a big difference between what the headline is implying (some kind of hugely complex, hard-to-create UI), and what the article itself is saying. From what I can gather, the devs wanted to distill the entire game experience into something that is displayable in a simple manner, and as a core driver, this affected nearly every part of the game. I'm also watching Into the Breach with some curiosity; the g…

> headline is implying (some kind of hugely complex, hard-to-create UI) Making anything simple is HUGELY complex. It took them years to get what they wanted and it shows. I think complex UI is actually lazy work. Space 4X games have notorious UI. Endless Space 2's interface might be much simpler than others but I guarantee you they put more time into refining their interface. Being able to explain or create something…

> Making anything simple is HUGELY complex. It took them years to get what they wanted and it shows. I think complex UI is actually lazy work.

As an interaction designer: thank you! I wish more people understood this.

Re: Into the Breach’s interface was a nightmare to make and the key to its greatness

#54
post #36

Earlier quoted context omitted.

I'm really hoping for mobile, Into the Breach would work really well on mobile due to its bite sized battles and clean UI.

Agree, I'm holding off on buying because I'm not sure I'd sit down and play this on my desktop, but it looks like it would be great on iPad.

Oh I've played the crap out of it on the desktop already, it's great as is.

Re: Into the Breach’s interface was a nightmare to make and the key to its greatness

#55
post #28

I think there's a big difference between what the headline is implying (some kind of hugely complex, hard-to-create UI), and what the article itself is saying. From what I can gather, the devs wanted to distill the entire game experience into something that is displayable in a simple manner, and as a core driver, this affected nearly every part of the game. I'm also watching Into the Breach with some curiosity; the g…

> headline is implying (some kind of hugely complex, hard-to-create UI) Making anything simple is HUGELY complex. It took them years to get what they wanted and it shows. I think complex UI is actually lazy work. Space 4X games have notorious UI. Endless Space 2's interface might be much simpler than others but I guarantee you they put more time into refining their interface. Being able to explain or create something…

I think we're in agreement; I'm in no way belittling their efforts, quite the opposite. My point is just that it's not the UI itself that's complex in these scenarios, it's the entire package. Attributing the complexity to the UI is the same as a user who blames the front-end when a system goes down, while in reality that is the interaction area and there's a mountain beneath that.

Re: Into the Breach’s interface was a nightmare to make and the key to its greatness

#56

Sadly, no Mac release despite FTL working wonderfully. For gaming, OS X is suffering.

No mobile either.

They're just a small company (it's just two devs) and they cannot work on things in parallel. I bet it'll come eventually.

Re: Into the Breach’s interface was a nightmare to make and the key to its greatness

#57
post #54

Earlier quoted context omitted.

Agree, I'm holding off on buying because I'm not sure I'd sit down and play this on my desktop, but it looks like it would be great on iPad.

Oh I've played the crap out of it on the desktop already, it's great as is.

But it's competing against a lot of other great things on my desktop. All else equal, I'd rather buy it on the platform where I don't have tons of quality alternatives that I own already.

Re: Into the Breach’s interface was a nightmare to make and the key to its greatness

#58
post #31

Earlier quoted context omitted.

For me I had a different problem. On the Easy difficulty I made it to the boss the 2nd time I played, and almost every playthrough after and I won about 90% of the time. However on "normal" difficulty it was several dozen playthroughs before I could get to the boss, and I was so under-upgraded that I had basically zero chance. I think I have 1 win to my name on normal difficulty (not counting the crystal ship, which…

I used to think the game was a little too RNG dependent but then I hear about people online who can beat the game 100 times in a row on hard mode and I realize I just suck at it.

It's certainly way less capricious than your average roguelike...

Re: Into the Breach’s interface was a nightmare to make and the key to its greatness

#59
post #48
post #26

Earlier quoted context omitted.

It's really an amazing game. I think OP just can't get past the pixel graphics because he just picked two of the highest acclaimed titles of the year, highly recommend both of them.

In the same way you just picked two you liked and decided to call them amazing, despite being pixel rehashes. Rude.

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