Early UI Peek

9 hours ago by Praise to c/games

Hi everyone, I’ve been a long-time player of text-based crime/mafia browser games, and I’ve officially started development on my own project. I’m aiming to capture that classic "persistent empire-building" feeling—committing crimes, training stats, navigating a player-driven economy, and climbing the ranks—without falling into the trap of making it feel like a "second job" or a stale spreadsheet simulator. Since this genre thrives on community interaction and long-term strategy, I want to build the features that players actually care about, rather than just guessing. I’d love to get your input: The "Mafia" Hook: In your opinion, what is the best way to handle the "Family/Gang" dynamic? Are there systems (like recruitment, territory control, or leadership roles) that you feel are underutilized or currently done poorly in existing titles? Active vs. Idle: How do you prefer the game to balance active effort (manual crimes/attacks) versus passive growth? Do you prefer a "time-based" system where everything is about efficiency, or a more traditional "energy/stamina" model? Progression & Burnout: What is a mechanic that usually makes you quit a browser-based RPG after a few weeks? Is it power creep, a stagnant economy, or perhaps the lack of meaningful endgame goals? Social Friction: What kind of player-to-player interactions (like markets, bounty systems, or coordinated attacks) actually make the world feel alive to you? I’m currently in the early stages, so I have the flexibility to prioritize mechanics that the community is actually hungry for. I'm not looking for marketing hype—just honest feedback from those of you who live and breathe this genre. Thanks in advance for your time and expertise!

Sharing a quick peek at the early dashboard for my Mafia project. It's still early days and definitely a WIP, but I’m looking for some constructive criticism on the UI. What’s working for you here, and what would you change to make the daily grind more intuitive?

victorz 2 points 4 hours ago

Minute change: remove the XP unit from the EXP row. The other metrics don't have a unit. 👍 And EXP and XP are a bit redundant together like that. 😊

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Praise 1 point 3 hours ago

thanks for the feedback.its removed

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vrek 1 point 3 hours ago

I would also recheck your colors. For example you have revenue and treasury both green great. But then show xp and stamina as yellow, unless I'm missing a mechanic those don't seem linked by anything but color. Plus this is personal preference but I'd like a visual way to color something as like good or bad. If my treasury is high but my revenue is negative my treasury won't be high for long. Depending on how you are programming this, you could do this with brightness or with size or similar to like paradox games where you have 1 color for every type of resource but has a sliding color from red(bad) to yellowish(neutral) to green(good).

If you take this advice and start changing colors, make sure the game is accessible to color blind people.

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