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(+1)

It is a nice concept, beyblades are cool and always will be, even if generations to come disagree and prefer other toys! I like the idea of upgrading them, I like beyblade fights.

What I think this lacking is a lot of polish, though. Unfortunately I will have to list some of them:

  • Low contrast in a lot of places (virtually everywhere?, but in some places more impactful than others)
  • Nothing to do during the battle. If there is nothing to do, it could definitely be resolved faster. Especially since probably my enemy’s beyblade will upgrade along with mine, so we’ll generally have similar ‘strenghts’, so it will generally take similar time to resolve and finish the match.
  • Awkward UI for making the beyble;
  • Lack of clear, well-seen, descriptive labels for sections of the game. Like the workshop (does it even have that/a name?), or each of the cards for the beybles we’re building.
  • Lack of a confirmation modal when we’re a reward. “Do you want to choose this one?”
  • Lack of a place to store upgrades without putting them immediately on a beyble. Maybe we should just “click on the reward we want” > see its stats > click on a “select reward” or “confirm” button, or a ‘cancel’ button. And then put the upgrade in a specific spot of the screen (workshop) before we apply it to a beyblade. For example.

More of these little adjustments could and should be made to improve the usability of all the HUD.

I hope the game can improve in the future!

Thank you for the feedback! I generally don't really have that much experience with designing accessible games so a lot of the feedback you gave is something I never would have thought of before!!

Thank you so much!