A Dark Room - minimalist text-based game
This game is highly addictive, and I thoroughly enjoyed it!<p>Some usability issues from memory for the next iteration (some that others have pointed out):<p>- The 'up' and 'down' arrows when allocating workers have a much-too-small clickable area.  Compounding this was a slight offset between the arrow image and the clickable area<p>- Allocating workers & allocating the spoils after a battle both shared the problem of only being able to increment by one unit at a time.  Lots of annoying clicking.<p>- When you hover over the worker allocation button when there are no workers allocated it doesn't indicate whether the various resources will be consumed or produced.  You have to allocate at least one worker to find out this info.<p>- It took me ages to figure out that the 'gather wood' button is independent of the villagers gathering wood.  I still don't really understand the relationship between 'check traps' and bait and allocating extra hunters/trappers.<p>- as mentioned elsewhere here, there's a popdown over buttons showing what resources are required by the button.  This is incredibly annoying when it obscures another click target, especially during a fight.<p>- (As Aardwolf pointed out) When gathering the spoils or as an enemy denies, the layout changes and the buttons jump around, meaning it's very easy to unintentionally click on e.g. 'leave city'<p>- It's a bit annoying to have to switch between the 'raucous village' and 'small room' tabs to figure out which resources are low and how to allocate workers<p>- When you find fur etc. in the traps it should say how much fur is found<p>- It's kind of hard to figure out what resources are going where.  Maybe each message from the stream of messages down the right hand could be positioned as a callout bubble beside the resource or item that is affected.<p>Hope this is constructive and super job — great originality!