Okay, I read through the controls / looked up the manual for this one
One major thing occurred to me today, given Cogmind's mouse-driven interface, was the lack of
context-sensitive menus. I saw this being discussed in an earlier thread, and I disagree with the notion of 'keyboard as king' - (for hardcore roguelike players, sure, but not for wider audiences.)
Here's the scenario I had in mind:
A player has two wheels, one moderately damaged, one heavily damaged.
Player mouses over a nearby, new wheel -> right-clicks (or left-click hold) -> selects 'Equip' -> Cogmind moves to wheel, collects wheel, removes heavily damaged wheel, equips new wheel, activates wheel. (Depending on player preferences, heavily damaged wheel remains in inventory or is dropped.)All actions taking the same number of moves/turns as they would normally.
Thoughts?
A brief aside: This is my feedback as a new player getting introduced to the mechanics - I've got a ton of observations from a 'newbie' standpoint, but if you feel it's preferable to complete a run first and better understand Cogmind as a whole before spouting off, I'll do so