Yeah I see the issue now. It has to be introduced in the last version. I'm on it. Thank you for letting me know.
Anil Demir
Creator of
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Thank you very much for the kind words, I hope I can get it to a state where it's fun in longer run. There is a pause menu so there isn't a true soft-lock but still those are valid shortcomings.
- I know about being able to start fight without gladiator thing. It is also possible to start a run with more expensive gladiators than you can afford, which leads to the same situation. I was planning to fix both today.
- Improving the looks of the fight button is also in the plans.
- Enemies getting stuck is a more difficult one but I will deal with that too. Thanks for pointing it out <3
Thanks for the feedback <3 I hope you still had fun besides the issues.
The level spawns are still not great, I wanted the game to be feature-complete before getting to carefully design them. However that's besides the point.
I think I need to provide a counter-measure to the stone throwing enemies. That could be adding a 360 upgrade to the rangers or a way to be able to manipulate their position. Have you tried using Magnus or Spearman by the way? I think especially Magnus is still quite over-powered and could get those guys easily. Not sure from what you wrote but another possibility is that the stone throwing guys might have been pushed out of the arena by other enemies (that is a known bug).
That's a very valid point since I feel the same way. I will add a minimum movement speed threshold to the enemies that feels good. To be fair the level spawns are not even close to being final but enemies that are too slow will keep being a bother even when they are final. Thank you for the comment.
Yeah that sounds like a bug. What do you mean by fleeing? They don't have any fleeing behavior implemented so I wonder how that exactly looked like. Was it like the enemy approached the gladiators and then decided to move to an off-map location suddenly and never stopped? I'd really appreciate if you could describe it so I can solve it.
Yes, I will soon lock the levels beyond level 3 because the demo is supposed to be only the first 3 levels. However the levels will be much longer and tougher to beat than they currently are. Elephants should drop diamonds. I think I'm not doing a good job enough communicating how special their pickup is.
Thanks for trying it out. Every bit of feedback like this helps.This was a very polished experience for a jam game. My nitpick is I wish there was anticipation of the attacks. I had to play really held back due to the attacks just starting out of nowhere. The exchange mechanic was also not very viable during combat but I can see how it can be if there were more weapons. I love the boss variety and their attack patterns. This was one of the best I played so far.
Obviously, the visuals were great. The audio was also good. The battle system was quite interesting but I think I would have enjoyed the game more if there was more of it and less of waiting. The battles were very difficult for me but maybe I was doing something wrong. It just seemed like boss attacks were too many at once.
Great entry overall!
Thank you very much for the effort you took writing this detailed feedback. Honestly, I'm not working on the game anymore, I have started the mobile version but shelved it due to other work coming up. Hopefully it will be unshelved one day to see the light of day.
This version here was a result of a week long jam, when I was quite a rookie in game dev. I'm still not as advanced as I want to be but if I would do the same game again, it would definitely be better. You are right about most of the things you wrote. I'm always surprised how many downloads it still gets (before the bundle as well) even though it's a quite repetitive and well, boring game. I think there is something about the game that requires attention. In the mobile version my plan was to expand more on the idea of events with much more variety and turn combat into a tad bit more elaborate version of the current one (a combination of war and a regular ccg). You can kind of see the direction in my devlog post I've written long ago.
If I get back to it, it will be for people who still play the game and especially for people like you. Once again, thank you. Your feedback will go into my knowledge database for my future games <3
P.S. Don't worry about not being able to complete the game, end boss is unnecessarily difficult and completely RNG, if not impossible. If you give me contact info (twitter, email etc.) I can send you a gif of the introduction sequence of the end boss.

















