Devlog 14: Post DD52 progress report.
Last DD I was blessed with a lot of useful feedback that I've been putting to action during the last 2 weeks. I still have much to do but I think that when put together all of these small notes that people have given me will help the game to feel far more polished. I have a lot to cover, but nothing too significant so I'll make a list and elaborate on the points I consider more interesting.
1. Fixed bug that would spawn multiple waves of enemies at the same time when the Desert Pariah enemy was involved.
2. Fixed bug that would prevent fail state from triggering during level 13 boss encounter.
3. Reworked the settings menu. It looks and works the same for the player but now the settings menu can be accessed from the start screen and the crappy filter is off by default.
4. Improved store screen. Now items in the player's inventory have tooltips, the UI has a new look specific to item slots and the seller has a new animation when you try to purchase an item and you either don't have enough money or space.
5. Added a visual indicator to level 7 "Lost Woods" puzzle.
6. Added an outline to most text to make it easier to read.
7. Reworked stats screen. Now the text and values reflect unlocked perks and it looks a bit nicer in general. This is supposed to be a fantasy game after all.
8. Fixed a bunch of typos and missing formatting.
9. Fixed a crash triggered by revival skills, but reviving remains buggier than I'd feel comfortable with.
10. Fixed issue in main hub with Haydn blocking off Finnegan.
11. Implemented a big "back" button in main combat interface to prevent players from using basic attacks or waiting accidentally and to provide a way to return to the last menu without using the keyboard or pressing right click. Afterlife Gladiator is almost a 1 button game at this point.
12. Reworked floating damage numbers. Now poison and regeneration are far easier to see and abilities that can potentially affect the same target multiple times like Sannoval's heal are easier to understand. The battle UI is also undergoing a bit of a renovation.
13. Fixed status effect icons showing multiple times in the same unit. Also added new indicators for RES modifiers and KoAB charges.
14. Removed "added effects" label for actions that only deal damage or only deal damage conditionally.
15. Fixed a memory leak that was driving me insane.
16. Improved some slides a little bit.
Finally, I've been working on a new level that was left unfinished for last DD. The next issues I wish to tackle are making the journal more useful, implementing an actual tutorial at the very least so players can identify status effect icons and hotkeys, porting this demo to the Steam page and updating a bunch of screenshots and gif files.
I'm feeling motivated to keep working and I hope to see you again, my dear purely hypothetical audience, in 2 weeks.
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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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it's inspiring how quickly you implemented or fixed everything pointed out in DD. truly i wish i had but a fraction of this power, especially when comparing this to my own list of untouched bugreports. excellent work.
the main menu art is also adorable.
I think my game is simply far less complex.
The biggest issue of the DD52 build was literally fixed by swapping a 1 by a 0.