The current mobile UI is frankly, the absolute bare minimum.
Agreed, and this is completely intentional--but it isn't for a lack of trying! There were a couple times when a vertical screen layout was mentioned in team meetings--one was during the initial port-over from Flash/ActionScript to JavaScript, and the other was when the new UI was being reworked to be higher resolution and better mesh together desktop web browsers and mobile devices. We even discussed about how certain menus and screen panels could be handled with smartphones specifically. Though this thinking didn't come out of thin air--we wouldn't have considered this option if it weren't for looking at the statistics and seeing amount of people who actually play games on their phones!
After significant work had been done to porting the game over and enhancing the interface, then reflecting back on the workload and constant testing/debugging, it was ultimately decided to put any thoughts of a vertical layout on the backburner. I recall having set up a canvas intended for a vertical layout in one of my work files to prepare for mock-ups, but after the decision was made I had to move on. Our main philosophy when it came to layout is that it should work seamlessly on both desktop and mobile, no matter the screen orientation.
So do note that the idea of a vertical layout has been considered. I am uncertain if this falls under cut features, but if we ever do start on a vertical layout, it will be a considerable amount of work--mock-ups are only for the conceptual phase; actually implementing it and making sure it works is another matter! So if anything, this is a possible wishful-thinking for after the game is "complete", I suppose.
There's a fullscreen button that does seemingly nothing
If I am not mistaken, the fullscreen button is hidden for the app-version of the game. It's primarily there for the browser version since not every browser is already full-screened when being used, so just be aware of that. But aside from that, if the fullscreen button actually does nothing at all, please bug report it with any necessary details (such as device and browser being used).
map buttons cover the text for a map that isn't there by default
This is a valid critique, but I thought this had been addressed in the past. So to verify, I tested this by setting the Control Overlay option on as if playing on mobile. Starting a new game should open the map with the controls on top as the intended default. If the map is ever off, then it is the user who had toggled it off.
Do note that save files will track if you have the bust or map rolled out, so if the map doesn't show when you load in a save file, then that save must have had it toggled at some point.
perhaps most annoyingly the game retains its horizontal layout, which is not ideal for text based mobile games.
Agreed. Again, a vertical layout was discussed in the past (and is a recurring thought for me personally), so there still is hope, time willing. At the moment, the UI heavily relies on certain static values to control the dynamic scaling of the interface, so it retains the 16:9 horizontal layout (1920 x 1080 pixels ideally). From a technical standpoint, if we somehow dynamically alter those numbers to fit a vertical layout, everything relying on those numbers will also need to be influenced, complicating how the UI elements are calculated. It will definitely be major a hurdle to overcome if we ever make a vertical option. If game development was easy and fit like LEGO bricks, we wouldn't have to hold off on such a feature!
Anyway, I think this would make the mobile version much more pleasant to play.
Nice, this is somewhat close to what I had imagined in my head when we were discussing vertical layouts. At first glance, I'm not sure if the map and navigational controls should occupy that much space though, but it seems like a number of people like playing with the map always being visible. If the ordinal navigation buttons were positioned in a "+" or "⟂" layout, I think that would be more preferable, since it would be the most intuitive at a glance. But overall, definitely gives ideas and is a good base to be iterated upon.
Also I'm planning to make a mock up for the combat ui later.
Part of the hold-back is the number of unique UI "states" in the game, in addition to the UI "elements". As far as the elements, we have 4 major panels: the left sidebar, the main pane, the right sidebar, and the button tray. Different UI states will reposition and hide/reveal, or even replace, these panels based on what is needed. The various states we have include: (I've combined similar looking menus, but they are actually different.)
- Title Screen
- Data Menu (save/load screen)
- Main Text (navigation/gameplay), Rest, Masturbation
- Codex, Mail
- Appearance, Perks, Status Effects
- Level-Up
- Item Inspect
- Shopkeeper (buy/sell)
- Trade (storage), Sort, Drop
- Decorate (posters/ship decor)
- Ground Combat (used for all combat, but ship combat may be separate in the future if there is need for it)
- Lights Out Minigame
- Circuit Minigame
- Blackjack Minigame
- Options
- Achievements
- Credits
- Image Gallery
There are a couple new UI states that may be added to accompany new features, but I won't list them here since they haven't even reached the concept phase and the respective features aren't promised quite yet.
Thank you for sharing your suggestions and feel free to continue brainstorming if you wish to. Hopefully this response adds some insight to the topic.