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I've been working on the game's bone structure and muscles, mostly, but I do know that a readable HUD improves any game experience tenfold, or seriously hampers it!

That's why, on the sides, we'll also be focusing on the HUD, onscreen icons, and everything that will assist make Queen of Clubs more enjoyable.

I've worked on the Timer HUD and the Gold one (could keep the old "Tip Jar" icon, it's still not set in stone) and, trying to keep the center of the screen as free as possible, I've added counters for drinks served and drinks served / errors, since there are items and mechanics that make use of those numbers, and I can't really expect anyone to keep track of those!

The effects of Potions and other Right-click items you use during a Shift have illustrated effects that won't even try to be subtle. The whole Tavern is affected by what you do, and it shows!

I plan to have this sort of "blank" basic HUD to begin with, with possibly new styles to unlock? That'd be cool. The darker theme is cool too...

... but this is only the beginning, I want all the other buttons to be reworked into something crunchier!

So, yea, having cute girls getting frisky won't be enough for our new game, as it wasn't enough for our first project. There's a lot of work to do, but we're not tired. I never tire πŸ’ͺ

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