But it's not just because you played an invalid word thinking it valid, which is what you're suggesting could be fixed. It could also be because something the opponent played that looks like gibberish is actually valid, because you're misunderstanding which words are contributing to a battle, or because you've misunderstood some part of the battle rules entirely.
Every single new player is going to be making all of those mistakes, and not just once. Each time that happens, the game in its current form is basically slapping them in the face because of how big the impact of mispredicting the outcome is. Now, most people don't like being hit in the face and will try to avoid it. By insisting that overcoming a bad UI is just another skill, you're pretty much ensuring that most players are driven away before they can be bothered to overcome the UI.
> The optimal way to play has to do with planning ahead based on the current board and your hand and the probability that you'll draw different letters
Yes, that's what the game would be about ideally. But that's not what the game is right now. In the current state, what matters the most is not making blunders. You know, the part that you earlier claimed just in the previous message was particularly fun and would be destroyed if the UI was fixed. And there is no actual skill involved in avoiding these blunders. It's just mechanical checking of words and the application of the somewhat unintuitive battle rules.
Why are you so insistent on making the game be about rote dictionary checks rather than about the strategy of building a good board?
> The optimal way to play has to do with planning ahead based on the current board and your hand and the probability that you'll draw different letters.
Even of a labor of love, I'd imagine the goal is to build an active player base. I believe that the game in its current state will not be able to do that, and it's entirely due to bad ergonomics and onboarding. Those should not be a line in the sand! The problems seem entirely fixable without compromising the core design of the game in any way.
I mean, I could be wrong. But the good news is that the only person whose opinion actually matters (the OP) should be in a position to evaluate this feedback now. It's a day since the Show HN post, and based on the score I'm guessing that about 10k-20k unique players hit the site as a result. Since the game has a server component, the author should have stats on their progression.
How many players finished a game? How many came back the next day for another daily "puzzle"? I'm betting it's a really low percentage for both. If that's the case, then the feedback in this Show HN (not just mine) is pretty clear on what to fix. While if the players aren't actually bouncing off the game, the feedback can probably be ignored :)