Devlog 03: Demo Day 49 is here.
Time flies doesn't it? The project has undergone many significant changes during the past month, among them the new content must be the most immediately apparent.
The game has almost doubled in content since the last DD. Old saves should get automatically updated by the game, but I have also implemented multiple save slots since then. The new stages can be a little experimental at times for the sake of variety and difficulty in general should be higher as well.
I hope the game is not too unbalanced, but I implemented a rudimentary item system to help with that. Right now it's quite simple, simply granting the player a set of pre-determined items at certain points during a level but I hope to add decision making to this mechanic in the future.
Other key aspects such as enemy AI have gotten a rework too. Some enemies are designed to be complete bastards so I hope that's noticeable.
Besides that I've managed to squash a significant amount of bugs, some quite embarrassing in all honesty. However, as always my work is far from done in this regard.
So that's it. I think I managed to complete the goals I set up for myself last DD save from the settings menu because honestly I don't know what to put in there for a game of this kind. Also, the cover is questionable, but I think it's an improvement.
Due to current circumstances I'm unsure of how much progress I could make for next DD, but this time I'll try releasing content more often instead of saving it all up. In particular there's a plot point I wish I had set up at the end of this demo.
Anyways, that's all I've got for now. Thank you for your interest and I hope you enjoy the new stuff.
Afterlife Gladiator on Steam! Woooh!
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Afterlife Gladiator
A fantasy turn based RPG about dead people fighting each other.
Status | In development |
Author | Bakar |
Genre | Role Playing |
Tags | 2D, Fantasy, Godot, Indie, Pixel Art, Retro, Singleplayer, Story Rich, Turn-Based Combat |
Languages | English |
Accessibility | Interactive tutorial, One button |
More posts
- Devlog 37: Blank18 days ago
- Devlog 36: The Joy of Development34 days ago
- Devlog 35: Until it Shines49 days ago
- Devlog 34: Good News, I Had a Nightmare72 days ago
- Devlog 33: Viva la Actualización86 days ago
- Devlog 32: Watching Over MeJul 22, 2024
- Devlog 31: Born to SleepJul 04, 2024
- Devlog 30 : Obligatory Fishing MinigameJun 18, 2024
- Devlog 29: Six Frames per SecondJun 01, 2024
- Devlog 28: The Secret Ingredient is LoveMay 18, 2024
Comments
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very nice. i'm playing it right now, and i found a really annoying bug that i hope you can fix while DD is ongoing
if you're fighting desert pariahs, there's a high chance that the game will lock without any means of progressing. if a pariah dies, and another pariah acts immediately after, that pariah wont even make a move and the game will be stuck. i assume he is trying to interact with the recently dead one, or the fact that a cocoon/egg thing spawning messed up his logic somehow. it happened twice in the span of 5 minutes, but i'm progressing on.
either way, the game is great and you can expect a bigger feedback list on the DD page once i'm done.
another quick bug that i found is that i can't start the 2nd new bossfight. clicking it fades the screen, then it unfades back to the world map. nothing else happens. exiting and loading a save doesn't fix it. i probably should've written all of these on the DD page, but i'm saving that for when I finish the demo.
Sorry I couldn't reply earlier, I uploaded the game before going to work. Thank you for the feedback.
I found the problem with the boss fight, it was just a missing line and it should work as intended now. The issue with the pariah enemy was simple too, just a missing signal. I think I had never noticed it because I always kill the bulb ASAP during testing because they are super dangerous.
thanks for the quick fix, I’ll give it another go soon and I’ll post my feedback in the dd page
It wasn't a quick fix but a dumb mistake.