Devlog 28: The Secret Ingredient is Love
Back to regular updates, I hope. Now that all of the main content is finished I'm finally dealing with all the quirks left behind in the process of finishing the last level.
Chief among them are the intro slides, criminally under-looked considering that these are not only the introduction to the game, but the one story segment most people will see because most people don't finish playing their video games, not even good ones.
Consistency is the mark of an experienced artist, but I'm not one of them so I ought to update these one last time. Mind you, hypothetical reader, I will only redo the ugliest slides. Any slides that are just regular ugly can stay.
Another aspect about the game I changed during these last two weeks is the main titles. As suggested by this wonderful person the text does look less jarring with a pixel art style. There's a reason why you should hire a graphical designer for this sort of thing, but that runs contrary to my quest to suffer.
Next in line: Proofreading. While skill descriptions, names, and other miscellaneous labels remain unchecked, I have gone over all dialogue segments in the game so hopefully my terrible punctuation doesn't give away I'm ESL anymore. Only my poor vocabulary can betray me now.
On a similar note, status effects now have unique names like "Weak" and "Haste" instead of "STR down" and "SPEED up" respectively. Moreover, the combat journal now displays the precise magnitude of the effect taking place. I hope this makes the system more intuitive, especially for the way that speed modifiers stack with one another.
Anyway, that's all I had for today. I thank you for reading, hypothetical person, and I hope you'll give me a piece of your valuable time again next time in two weeks. Farewell.
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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
Comments
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It has been pretty neat seeing your game evolve so much without losing its soul. I hope you make more in the future!
Thank you. I want to make more stuff.
I think it is really amazing how I can follow your journey. Seeing your progress is very interesting.
I like to see myself as one of those orangutans who learn the numerical passwords to their enclosures by watching their caretaker's finger motions. Only not as intelligent.
Take pride in it
Never would have guessed you are ESL. I always tell people never feel bad for stumbling over a second language, most people can barely speak one.
Loved the new art, its great seeing how people's art has improved over time.
Great post!
Writing/speaking too formally is also a sign of ESL because native speakers have an easier time understanding colloquialisms.
I hope you saw the Yug Yug.
I didn't! That's so cute, thanks for including him!