Description |
Berserk's red haze is neat visually, but it hides too much from the player - specifically, monsters shouldn't be washed out in red. It forces the player to individually examine same-glyph enemies every time they may have changed position, which is a slow and tedious way to get vital information (ie "who dies first"). What's more, the tiles version uses a translucent overlay, meaning that absolutely nothing is obstructed, and that hasn't seemed to cause any problems.
Monsters are the biggest issue here, as priorities change drastically with color. Items and feature colors aren't as important tactically - I think they're okay in red, and an enraged character wouldn't be focused on them anyway, but colored would also work.
I added a mock-up of what this could look like. A nice side-effect is that enemies stand out like they're the only thing in the berserk player's world, which is nicely fitting in itself. |