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A jam submission

Afterlife GladiatorView game page

A fantasy turn based RPG about dead people fighting each other.
Submitted by Bakar (@Bakar_Zu) — 4 days, 13 hours before the deadline
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Afterlife Gladiator's itch.io page

Are traps gay?

Yes

traps are gay

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Comments

(+1)

i still catch myself thinking the crosses at the top are Xs to close the window

If I hit Save Changes I should get UI feedback that the changes saved

What's the pw to try the new levels?

Developer (1 edit)

Thanks for trying the game again.

I just wanted to have little crosses everywhere. I need to have a standard layout for different screens, that would probably fix most of the confusion.

I could add some feedback for saving. Progress is saved automatically at multiple points, but I added a manual undo/save for the perk screen specifically because of convenience since otherwise you'd have to go back and respec the whole thing to change a single point. 

Submitted(+1)

Playing this one after a few months. Just finished the first round and I believe difficulty is at the right spot, not too difficult not too easy for the first levels. Visuals are great as ever.
Suggestion,  maybe allow the text to move forward with click or enter instead of having to press 'next'. I found Auto a bit slow. Didn't find any bugs for now, solid demo.

Developer

Thank you for your kind comment.

Clicking the text box currently speeds up the text. I also think the default text speed is too slow but I've been told the opposite too so in the future I'll implement a setting for text speed.

Submitted(+1)

Yeah probably just a setting is the best solution. 

What I meant to say is that you can't press enter to jump to the next text when you have already loaded the current one and need to manually click 'next' button, which for a game that looks to have a good amount of text is something to consider.

Developer(+1)

I understand better know. The game was designed first and foremost to be playable exclusively with the mouse and I only got around to adding keyboard controls a few weeks ago. I will get to the dialogue segments eventually. 

Thanks again for the feedback.

Submitted(+1)

Okay, so Osur informed the I have not finished your demo at all. After the Peter-fight with the clock the devbug triggered and told me that the demo was over, I do not know why, but you might want to investigate it. 

Developer

I got mixed up with the other Jam, sorry for the late reply.

The demo end scene is not a bug, the first 5 levels will be in the demo for the next Steam Next Fest. However, if you click on Haydn a bunch of time a window will pop up asking for a password that I have posted in the thread. This enables you to play the entire game so far or 15 levels in total. If you beat the final one there's a different message at the end.

Also, shields definitely count as weaponry, especially infantry ones with a metallic outer rim for bashing people in the legs.  

Submitted

Thank you, I guess I will pick this up tomorrow again. Could you just send me the password?  I have no idea where to find it. 

Developer

I always post the password in the thread.

Submitted

I will be writing down my thoughts as I play so this will be unsorted: 

Bug found: SFX of the fireplace is not connected to the sound settings, it does not change when I lower them. 

Sad Mosca is cute Mosca. 

The tutorials and explanations are implemented in a very nicely done way visually. 

That goat-archer is wearing a brazier. 

I can't figure out if the moving sprites in combat is visual flair, which is fine, or if the positioning somehow affects different abilities. I get that it signifies turn order, but does targeting enemies at different positions for instance change something? 

Don't know if I mentioned this last time but the face animations in combat are truly wonderful. 

Taurus people = Scandinavians. 

Kneading a golden calf on the game over screen? Or a bronze one… 

Cleared the fourth round for now, characters are at level 5. Do you have 15 rounds or does a level count as one combat encounter?

Submitted


Btw, I very much liked the lore about the red metal which shapes itself into only weapons, and then noticing that yes, all the weapons are red. Xanadu soldiers' shields share the same color, does shields count as weaponry? 

Concerning the world. There is some kind of normal realm where people who die hail from, there is a hell, purgatory which may not be purgatory and heaven which a fallen angel hails from. I think I spotted something which referenced tartarus or something of the like, which is Greek afterlife. These are just observations, I thought you might find it interesting to get a glimpse at what my impressions of the story are. Genesis charge is clearly also biblical, and the game over screen I do think is a reference to false idols. Medusoid could also be a Greek reference… 

Game crashed during one of the round 5 random encounters, I am sorry to say I don't have any more information concerning this, could not spot anything in particular. 

Text and visuals for the store are lovely

The desert dudes shields are also red, shields do equal weaponry. . 

Banger song for the second Ermine fight. 

Clock-gimmick was sort of neat, is that fight actually possible to win? 

Peter, what a chad. Now who is the right hand? 

Quite an epic ending to the demo. 

It is a fucking bronze calf, I READ PETERS LORE! Xanadu warhounds are a pretty sad thing.

Submitted

Loved it and I only really have one big suggestion: I would add a third thing, something that is note basecamp and combat, some kind of other activity you could either encounter on the map grid between combat sections or from the base. It does feel a bit combat-heavy, something to break up the general experience a bit I think would add a lot of value. This could be some sort of mini-game, perhaps gambling,  some  kind of social interaction or perhaps a combination of both. 

Developer

New stuff since last DD:

Fixed a bunch of issues from last DD thanks to feedback from players like (you). Also, prettier UI.

https://bakar.itch.io/afterlife-gladiator/devlog/590993/post-dd52-progress-repor...

Even more improvements, both graphical and functional, to the UI. Also, combat is now fully playable with the keyboard.

https://bakar.itch.io/afterlife-gladiator/devlog/614766/new-controls-ui-changes-...

New combat tutorial for newbies and somehow more UI related changes. Items now have their own animations for a little bit of added juice.

https://bakar.itch.io/afterlife-gladiator/devlog/622432/new-combat-tutorial-item...

And last, but not least, AI streamlining, level selection and 2 brand new levels for a total of 15. At this rate I might actually finish this game.

https://bakar.itch.io/afterlife-gladiator/devlog/622432/new-combat-tutorial-item...