diff --git a/content/posts/first-vaesen-game-retrospective/index.md b/content/posts/first-vaesen-game-retrospective/index.md index 79d9e15..9b8f256 100644 --- a/content/posts/first-vaesen-game-retrospective/index.md +++ b/content/posts/first-vaesen-game-retrospective/index.md @@ -48,7 +48,7 @@ Character creation was somewhat onerous. There were no automated guard rails to Alchemy also did not go out of its way to make critical UI elements very visible or understandable. For example, the screenshot below displays what happens when you click an Attribute or Skill to make a roll. It was not immediately obvious how to execute the roll. "TEST" is not the most intuitive label and its visibility leaves a lot to be desired when overlaid on top of the generic background image or a beige/white map image. -{{< figure src="alchemy_vaesen_precision_roll.png" alt="Three buttons are displayed, two are semi-transparent and barely legible against the background image: 'TEST' and 'EDIT'. The third is a white circle with a red X through the center." > }} +{{< figure src="alchemy_vaesen_precision_roll.png" alt="Three buttons are displayed, two are semi-transparent and barely legible against the background image: 'TEST' and 'EDIT'. The third is a white circle with a red X through the center." >}} - Did not seem to have "token vision" or fog of war, or the pre-made module did not implement it (fact check) ### Foundry