For me that was one of the aspects I really loved about spiral. The subtlety and purity of the game. Wanna know how much shield you had left? Look at the color of your barrier. Wanna know what the weakness of each enemy was? Either do research or experiment the weapons. Wanna know how much health an enemy had? You wouldn't know because there was no reason to have such an advantage, instead it was all revolved around instinct.
Ever since all these things have been added. The intensity of the gameplay, especially the bosses has dropped so much. Vanaduke has gone from what could occasionally be an intense fight with all the unknown factors, to a joke.
Remove these things permanently 3 rings.
- we dont need to see the healthbars. The highpoints of the game, which were the bosses, are not that intense anymore.
- We dont need to be spoonfed with the weaknesses of each enemy or boss. Let us figure it out ourselves.
- We dont need a shieldbar. The barrier did just fine
Revert these things OOO. Every person that appreciates good game design should understand why the absence of all the additions were absent in the first place.
And yes i've already opened a similar thread. ANd I will probably do it again in the future. I think you really made mistakes with these things OOO. I like the new UI, sincerely do. I also like the new Icons. But non of these named additions actually add to the game in a good way. In these cases really, less was more.
Think about it OOO
I agree with most, but maybe instead of getting rid of the shield bar seeing how it is now used to know if you can charge, they simply make it the background to your health like a sorta container bar that changes color based on your shield health, this way you can know if it is full or not with out using your shield.
Weakness should only be taught through exspairment or asking around haven, and health bars should also be vague like the shield bar should be or limited to only tire 1.