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Up Topic Experiment: Interaction Menu

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In Response to DaFatBrainbug
I agree that you have to reduce perceived complexity. But I think the presentation of this information in a big menu actually does the opposite.
Having the health bar float over the building and having an easy-to-read icon (maybe with a little text) floating beside it would be much faster to grasp.
Think about Anno for example. If there is a problem with a building, there will be a floating icon over it, stating the problem even without text. No need to go there or click it. Just at a glance while doing other things.

And if you can't state the problem in an icon, i feel like the mechanic itself might be too complex.

It feels like the big menu 'cuts' into the game-flow/atmosphere.

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