Remember that Cogmind uses a terminal interface--there are no subpixels like that, just grid cells each with a character and single foreground/background color setting. So any indicator will take up space around you
Oops, game is so pretty that I forgot about that haha. Hmmm maybe an alternative could be to display a small number the same way core damage is shown? This number could be the percentage of remaining matter (and maybe energy/core) after the action, instead of the absolute number. Not sure if map can display a percentage sign, though it's probably unneeded if it's an advanced option.
For sound I was mostly thinking about those other sound blessed roguelikes like Mystery Dungeon where picking up gold has an oddly satisfying sound effect. Though if the same sound effect played each time you collected matter I agree it could get annoying. To fix this mayybe sounds could be made like this:
- The first instance of matter picked could make a sound
- The other ones picked x seconds after that could make a smaller, more subdued sound
- Sounds could be louder/stronger (either by volume or by a slightly different sound, the second I suspect being more doable) when matter picked exceeds some thresholds (bigger matter chunks would yield stronger sounds).
Maybe same thing could happen in some instances of energy change, like stepping on batteries, and maybe core -- like some esoteric instances of core change that I discovered in Tone streams, no spoil :p