Last week we launched a questionnaire asking you to give feedback on our icons, we were overwhelmed by the feedback and had 70 responses! So thank you all and here are the results!
Overall the character stats proved to be very successful, most icons were universally understood and we don’t believe much work is required on these.
WHAT DID PEOPLE SUGGEST?
57% of people suggested this was either loot or a reward, when you fight a creature you get something. As an action this isn’t too different from our action, when you fight a creature you do get something – an ability token for the creature.
17% of people suggested poison, this was less expected but again not a bad thing as poison is a subset of our abilities.
Other suggestions included thief, killing capacity, danger, death with 4 people having no idea.
This is all very much open to interpretation but we are happy that a lot of the suggestions could overlap with our meaning. We’ll be doing some more research with this icon during playtests.
We considered worker stats to be somewhere in between character and enemy icons in terms of complexity. Without context these would be much harder to understand so we were happy with the results.
ANY OTHER COMMENTS
Finally we asked if there were any comments people had and we wanted to address a few.
The really small dark areas will likely not show up well at all sizes.
This is a valid point and we agree, these markings are there to help bring the icons into our theme/graphic design and help them blend a little with the world. If they don’t always show it wont cause problems but we do believe it looks nicer when they are visible!
Not enough contrast on black background for some colours
Completely valid, we should have mentioned on the form that the colours are not final and the background was just to help the icons stand out on the page. You’ll notice on this page they are on a different background colour again as they’ll be used in a variety of ways.
Do your icon colors have any relevance or are they arbitrarily chosen?
The colours serve no purpose, they are there just to help quickly identify matching icons from a glance/distance.
It’s hard to guess without knowing anything About the game
That’s why we did it!
We often find when we first play a game we look at all the icons with fear and know it will take a while to learn and become comfortable with them. So we want to get to a point where 75% of people could understand 75% of our icons without any knowledge of the game at all.