Brewmaster: Beer Brewing Simulator

Brewmaster: Beer Brewing Simulator

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Orokon 1 Oct, 2022 @ 5:52am
Usability - QOL
When I first played the game I instantly noticed that the ui and how you navigate through it really needs work.
I was even asking how it managed to get in the release version as a lot of people must have been using it and been testing it.

The first thing is "using the scroll wheel to pour stuff".
Capillar tunnel syndrome incoming.
Suggestion: For keyboard and mouse, when pouring is active, use the mouse y axis to control the pouring movement as it is much more analog and controllable without the use for scrolling.
For a controller this would obviously be one of the analog sticks but im not sure wich one would be the preferred one here. But I think the left one as you would want your right hand free for pressing buttons like "stop pouring".

"Not being able to leave ui with right mouse button"
In a lot of ui's, even while the right mouse button is not bound to anything it can not be used to get back.
Suggestion: Use way less "esc" key as it is not as reachable and instead use a button that is easily reachable in the "natural" gaming position (wasd + mouse).
I could even think of using the lower thumb button of the mouse as well, as this is used to navigate back in most os or browsers as well.
The same is the case for the timer ui where you can only go back with "esc"

"Game is not pausable with the pause key"
This should be possible from anywhere (not only the timer ui). I mean the pause button next to the print and roll button on the top right of the keyboard.

"ui not remembering last state"
For example when I'm pressing "c" to open my pinned recipe and then "e" to go to the list to read stuff on the bottom to already prepare for later. When I'm now leaving the ui und later go in with "c" again, im on the ingredients page again.
Suggestion: Remember last state of the opened ui.
Another suggestion: I only need this because thats the only way to prepare stuff but when I could have an other list where everything needed is written so I can prepare it that'd be great too. But to this maybe the next suggestion adds.

"Recipe list not always visible"
When I'm opening the fridge, the recipe list is hidden and I have to sometimes go back and look again how much of an ingredient I needed.
Suggestion: Make it visible in ui's like the fridge or add an extra area to the ui that shows my needed quantities.
Suggestion 2: Highlight stuff that is used in my pinned recipe. The stuff is currently sorted by category but there could be an additional row on the top (for example in the hops selection screen) where (uncategorized) the items from my pinned recipe are.
Suggestion 3: Set the amount of stuff that I take out in the "take out" ui to the amount in my pinned recipe. From there I could still alter it or directly take the correct amount (otherwise it's really tedious)
This of course is for stuff where I can use the exact amount (think of it like putting the stuff on a scale after taking it out) or even implement a scale where I can put my stuff on (like a pack of sugar) and take from it what I need for a recipe.

"The items only showing their name in a tooltip"
When I browse through my hops I have a hard time finding the right one as I have to mouseover every hop and read the tooltip until I can find it.
Suggestion: Display the name in the "hop item card". This would be also a good place to show it its included in my recipe (with an icon maybe) and how much in my recipe is needed.
Also if space is an issue. With some text and stuff the items would rather be rows instead of tiles I guess. There is plenty of width there, unused most of the time (I'm only 2 - 3 hours in the game and it could of course be that there are later a lot of more items where there should flow a bit more thought in this ui that is often used)

"Misleading calendar menu"
In the calendar ui there is an icon for left mousebutton that makes me think I could set the time (no matter where the mouse is) with left click
Suggestion: Implementing that would clash with missclicks on the time slider so I suggest using the space key here to accept like in other ui's
Also often the recipes use the same time spans (or at least the pinned recipe knows its stage and what time it would need). This info could be used to add "preset" buttons for example a 15 days forward button that I could directly use.
Suggestion 2: Close the menu after the wait is finished as that is what I do all the time anyways.

Phew. I think that is everything so far but I also think that this is pretty valuable feedback that would make the lives of a lot of players easier.
Also I think most of these are changes that do not require a massive amount of work as it is more altering existing things rather than create new ones.

If you (the devs who hopefully read this) have any further questions or want my Input on UI, usability or QoL, feel free to write me as I'm happe to help bring this gem in the right direction.

Prost from Germany

Orokon

PS: Please make that I can drink the Beerbottle in the game with nice sound (not too repetetive as well) Whats the use of beer when you can only put it on a shelve?
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Showing 1-2 of 2 comments
Orokon 1 Oct, 2022 @ 5:58am 
I forgot. The home brewery design menu has the "home items" button on "o", thats quite not reachable. Also after every Item I have to press it again. Why not put it on some more convenient position per default? Like "f", "e", "r", "q" or even left click (while no home item in the house is mouse overed).

Found this one while simply putting two fridge magnets ;)
Orokon 1 Oct, 2022 @ 6:02am 
And an other one. In the brewery magazine I enter with left click (while walking up to it in the wasd + mouse position). But when its open to read I have to switch to the arrow keys or use the mouse to browse through it. Why not use "a" and "d" here to go to next and previous page as they are not bound in this specific ui?
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