Going to re-iterate on a few feedback points and add my own. Not sure why I can't add my own images, but w/e.
Non-Intuitive UX:
1. Rewards tab ends up being under
inventory screen in mobile screen is extremely unintuitive especially if users first use quest system on desktop.
2. Having the item in the top right suggests that the item will be a reward for completing the specific quest, but it ends up being the reward for the questline. A better way to have done this, is to show the actual questline with your progress, leading to the actual reward. Linked mock-up shows how showing progression can lead to better player clarity. Interface should also show if any of these quests give additional rewards (like a WH level, spears, swords, etc.):
Mock-Up
3. Point 3 regards the quests on the left side:
Current Interface. I understand the need for categories but does it really make sense to have the images so large? In addition, by default all links under a category
should be default showing rather then current behavior where they are
default closed. Seems like you added additional clicks due to the pop-up real estate, but this could easily be solved by making the 'categories' smaller.
Qualms I Personally Have:
1. Complete a quest,? You have to close the quest page and reload. This just seems like either the feature was hastily developed and released, or due to lazy programming. I don't have much insight into the TW code, but tracking how questlines intersect and progress should really not be that difficult unless you have spaghetti code to deal with
2. Quests just randomly appear after certain buildings are created. As a user I would like to know how I can unlock future quests and the rewards they give to know how to progress my start-up. Obviously this point won't be as relevant since future worlds will have w120 as a baseline on questlines, but it would be better to give info to the player instead of making them have to consult external sources (forum, discord, etc.)
Honestly there are a few quick wins that can be done to drastically reduce the number of clicks (point 3 comes to mind). The interface is decent, but there's still some work that needs done (feels more like a beta version than an actual production release). But overall, the interface seems to be coming along well and is a definite improvement over the previous one (change is always good).
Note I'm not a designer, but you get the general gist of my mock-ups, showing progression is key as I have no clue how far along I am in the questline (previous quest system also suffered from the same problem).
PS: Can you make the quest window ~80 pixels higher so we can see all the rewards without having to scroll