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(+1)

tried it a few times, managed to kill a few xanagoons. my big gripe is with the targeting system, especially when dealing with enemies slightly farther away. i assume i should be able to rotate 360 degrees on a controller when aiming at an enemy, but i havent found a way to do that on keyboard. for melee characters it's not a big deal, but for the archer girl ive had to reposition to shoot more than a few times, which just feels lame. i reread the intro and peeped the controls but couldn't figure out a way to do this. Q/W says its my target selector, but that didn't seem to do anything when attacking, so i just used the arrow keys which are locked to 8 directions

otherwise theres a lot of familiarity from AG, with how i believe you want players tackling things -  move and wait, attack to poke at foes, and finishing them off with special skills. 


something not tied to combat but still important - the battle screen was reasonably dark (the right side of the battlefield, anyway, which is where i spent most of my time), but it combines with a pretty large and  bright UI. this might be a special-osur-annoyance since i'm know to complain about brightness in a lot of games, but i thought it was a bit jarring to look at - not because of the quality of the UI or models but because of the contrast in brightness coupled with the size. dunno, could be just talking out of my ass


still, good stuff. when able, a toggle for speed would be great. with a lot of xanadudes, turns end up feeling too slow, especially when i know all theyll do is walk+wait.

Thanks for the feedback.

The targeting system works much better with an analog stick, that's true. Regardless of that, I ought to come with some kind of auto-aim. Speed settings are also something I should add at some point. A lot of quality of life mechanics from Afterlife Gladiator are still missing despite the fact that the codebase is already significantly larger even at this stage.

I'm not sure what I can do with the UI. I've made it big because I like big UIs that are easy to read, but because of this it also needs to be semi-transparent in order to not obstruct the playing field. Then again, it's all the same color so I could add a setting to it. I have a lot of settings to implement.