Dungeon Raid: We Need Invisible Fingers

Title logo to the game Dungeon Raid LiteAfter my article on 10000000 for iOS, I got a recommendation to check out a similar iOS title, Dungeon Raid (iTunes link). It’s a tile-matching game that has slightly different gameplay, but a common RPG element put on top. If you ask me, anytime you can solve puzzles and upgrade your weapons, it’s bound to be a good time.

And it is a good time. However…there’s one problem, while not unique to this game, that I’ve found particularly irritating here. The big benefit to touchscreens, of course, is removing that disconnect between you and your content that’s caused by a mouse and keyboard. Unfortunately, not only is your finger significantly bigger than a mouse pointer, it’s also attached to your hand. So when tapping items on the screen, your finger has a nasty habit of covering exactly what you want to look at.

Read on for exactly how this happens in Dungeon Raid.

Quento: When a Title Screen Meets a Tutorial

Title screens and tutorials are both topics that I’ve covered before on thatgame’s(ux). I complained about the epic hand-holding tutorial in Ghost Trick. I wondered if title screens only exist to waste my time, and later declared that intro videos must die. Today I’m offering an example of how to do both of these things right, and even on the same screen.

The mobile game Quento (iTunes link, also quento.com) from Q42 features an exceptionally clever start screen that doesn’t teach the whole game, but it does a wonderful job at introducing the game’s core mechanic to the player. Finally, a game that doesn’t just want us to mindlessly “press start” for no good reason!

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Quento: Shaking My iPhone Makes Me Sad

Example of iOS' confirm undo screenWay back in iOS 3, Apple implemented the “shake to undo” feature. This means if you’re typing, say, a text message, and you want to “undo” your text, just shake your iPhone, iPad, or iPod Touch. While it’s a cool trick, this isn’t the most usable feature that Apple has ever implemented. It’s both hidden and unintuitive. And I’ve definitely triggered it more accidentally than I have on purpose.

Quento (iTunes link) is a stylish puzzler for iOS (and Android, and Windows 8, and Chrome) that looks a lot like Letterpress except it substitutes simple math problems for word problems. It’s a good distraction for your brain, but unfortunately it’s also a good example of how not to implement a shake feature in your game. Shaking your phone resets the board, causing you to lose all your progress for that level – without any warning.

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10000000: A Brief Usability Review

The basic tutorial screen in 1000000010000000 for iOS (by EightyEight Games) is an awkwardly-named (iTunes link) “Dungeon Crawling RPG Matching Game”. Yep, it’s a match-three tile matching game built into an RPG. And despite the odd mashup of genre and strictly numeric title, it’s actually quite good.

Here’s how it works: you control a hero who’s forever running to the right. Occasionally your hero is stopped by an obstacle – a monster, a chest, or maybe a door – and you need to match key, sword, and magic stave tiles to help defeat said obstacle. When you’re not slaying monsters and running exclusively to the right, you can also use some other resources that you’ve gathered like wood and stone to upgrade your weapon, armor, and a variety of other perks.

With those basics out of the way, I’ve got four usability related topics to discuss:

  • Main Menus are for Suckers
  • Your Hidden Health Bar
  • Armored What?
  • Sometimes, Load Times are Good…

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Puzzle Craft: Good At Killing Time, Not Good At Usability

Puzzle CraftPuzzle Craft (iTunes link) is a combination match-3 and town-building game out for iOS developed by Ars Thanea and published by Chillingo (owned by EA, but isn’t everybody?). It was released recently to much critical fanfare as a very effective time-killer, and in my brief stint with the game, I can confirm that it’s quite good at passing the time. This casual game dominates at the “just one more turn” trap that many similar games use.

What it’s not good at though, is following a variety of simple good usability practices, and these cause me a fair amount of mental anguish each time I encounter them. Like Joel Spolsky says, it’s the tiny frustrations that can make all the difference in usability, so let’s talk about five of them in more detail below.

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