New UI Look!


My project for the last couple weeks was refreshing the look of the game's interface a bit! A nicer text engine has been added (begone monospace!) and we now have specific textures for buttons and the party HUD so they jump out a bit more:


Additionally, ranged enemies are no longer forced to attack adjacent targets and both can and will attack ranged characters standing behind your melee frontline; this was a necessary change so that variations in ranged units' Def and HP are meaningful, as before they would almost never be attacked and never for very long unless a massive blunder was made such as leaving one in melee range. Ranged foes being locked into attacking units blocking them is a behavior I had mindlessly copied from Arknights without fully understanding how it would work in a game with drastically different core mechanics and pacing, and I feel a lot happier having fine tuned it into something more amenable to how my own game works.

Next is something very exciting: designing enemies for the actual first dungeon!

Get Kobold Crawler (alpha)

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