[UX] locked chests are difficult to distinguish from unlocked chests
Open
Nobody has claimed this yet.
- Dominant language
- Lua
- Stars
- 23
- Forks
- 33
- PR merge metrics
- No merged PRs in 30d
Description
specifically mithril chests, but if the base color isn't bright enough it may be difficult to distingush
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
No file or test is named. Start by locating the mithril chest visuals and the locked and unlocked chest definitions, then compare how their colors are selected. Done means the locked and unlocked states are clearly distinguishable, including when the base color is not bright.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- lua
- Domain
- design, game-dev
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Quiet
- Clarity
- Needs clarification
- Newbie friendliness
- 45/100