I second most of these suggestions. Here's another one that I tried to bring to Goko's attention early on in their closed beta, but they had already dug their grave with their platform:
Animation and gameplay need to have independent timing. Animations should not block gameplay.
Don't prevent me from clicking something just because there's an animation going on. Don't use animations as a constraint on the speed of bots. If there are long sequences of animations that would make it difficult to keep things in sync while I take more actions, try making those animations happen in parallel instead. (Do you see what Goko does with the VP from Goons? That's an example of animations that run in series instead of in parallel, and the result is really bad. Don't do that.)
For some examples of other games:
Hearthstone almost gets this right. You can queue up actions while things are animating. However, Hearthstone can end up with long animations that run in series, preventing the other player's turn from starting -- someone took this to an extreme and set up a turn that would take 40 hours to resolve.
Prismata, as far as I can tell, does this exactly right. People can choose to play it at lightning speeds, and the game interface will not interfere.
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By the way, thank you for bringing this thread to where the community is, instead of making us register for some forum of yours like Goko would have done. I really appreciate it.
You're going to get a lot of harsh feedback, and that's because we've seen the promised land of Isotropic and had it taken away from us. If you can deliver on the promise made, like, four years ago that Dominion Online can be better than Isotropic, you will have a very loyal community, the kind that spreads virally on Twitch and stuff.
But if you really go through with things like hiding the log in a pop-up, like Goko tried to do and Salvager fixed -- that's going to burn a lot of goodwill right away. That would be taking away even more from us than we've already lost, for the sake of a mobile Dominion-playing community that does not, at this moment, exist. I think that Goko's widely-publicized failure had two causes: one, because the platform they designed was bad and they couldn't maintain it, but two, because any game depends on word of mouth. The only community that could give them word of mouth hated them, and considered them the enemy who was killing Isotropic, and therefore had no patience for their explanations and apologies.
I wish you luck on the release.