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Recent reviews by anxenabaan

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No one has rated this review as helpful yet
5.8 hrs on record (2.5 hrs at review time)
Awesome to be able to play being 8 players. This is a really fun game to play with friends
Posted 20 July, 2024.
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4 people found this review helpful
27.2 hrs on record (1.6 hrs at review time)
As far as I love For the King I can't yet recommend For the King 2.
Yes there is bugs at but for such a small team it's ok I guess. Big studios have the same issues and as far as it is annoying it kind of became a standard ... And the devs are really REALLY reactive and efficient.

WHAT IS NOT OK THO, is that the first game had a lot of UX and UI issues. Not only that, some of these issues have not been addressed (some were which is good tho) but the UI team really took a step back making it even worse :

What was fixed and is working great now:
-The "end Turn" button is not located on top-right corner anymore, now we see it and in multy we are not waiting for the player to notice he has to end the turn.
even if I would have prefered to have it located directly on a character card and to make it blink when I have no more movement left it is a great improvement on the first game.

-In For The King 1, the player must first choose his target and then click on the attack button. So it occurs that a player wastes his attack on the selected by default enemy. All because he is used to pick the attack first, then choose the enemy or the effect area, as it is done in games like Pokemon, Dragon Quest ect.. It is the opposite of what is usually done in turn-based combat systems. You fixed it and its awesome !

-The quest panel is now located in the upper left corner and is way more visible and easy to read. Yet it is not clear that we can click on a quest to locate it.
I believe clicking on a quest should open the details of this quest. (just like in the towns )
Another button (like a pin icon) is needed to locate the quest .

The problems in FTK2:
-There is still a problem with the inventory system (both the full inventory and quick access in roaming and combats) In the main inventory you can see the different actions you can realize by clicking on an item. But in the quick access section, displaying the objects that can be used in combat, clicking on an item will immediately consume it. The ability to use an item quickly pressing a single key is primordial in a Souls-like type of game where decisions need to be made in a split second, but is counterproductive in a turn-based combat system. For this gameplay, and especially in For The King where the resources management is an important game mechanic, a UX team should design confirmation dialogue boxes making sure that no items will be spoiled due to an unfortunate click caused by a lack of consistency between inventories.

BUT (IMO) WHAT NEED TO BE FIXED QUICK AND CAN BE CONSIDERED AS A STEP BACK: The character management
-While all stats and consumables owned by all characters were visible at all time in FTK 1. FTK2 require the player to select a character to see these data. Now that we have 4 characters to manage, we also have to click on each of them before making a choice just to see wich character is the more adequate.
A choice was made to divide informations into layers of depth instead of displaying the essential data the player needs at all time. It makes the game hard to understand and slows down decision making process.
I guess they had to fit 4 character UI at all time (or even more with mercenary guild) and the wrong Choice was made sacrifying usability just to fit the character UI at the bottom left.
keeping a similar chara UI (from the first game) and just challenging it to fit 4 characters at the bottom would have been a more user friendly choice. (even adding a lateral scroll for 5-6-7... characters would have been visually less sexy but more efficient, matching the players needs)
In UX-UI Form must follow functions, and in this case the affordability and information hierarchy were sacrified.

As I said earlier some previous (from the first game) UX-UI issues were fixed but examples such as this one which is THE MOST IMPORTANT PIECE OF UI IN THE GAME show that there was no UX approach before designing it.
A lot of of issues need to be addressed to make the game affordable. A whole UX-UI audit is needed for the game to match the needs of its player.

That's why I cannot recommend this game yet. The UX issues of the first game were frustrating but it was a first iteration. On a second game this is disapointing for usability and player confort,it's a struggle to find the information we need.
It will be a pleasure to change my comment and play the game again when its usability and accessibility issues will be addressed.

Good luck devs, and kudo on all the hard work realized !!!
Posted 3 November, 2023. Last edited 5 November, 2023.
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