[h1]The Gladium beta is now finished[/h1]
Hope you all had a blast!
Thanks for all the wonderful feedback.
If you haven't filled out the feedback form, please do so. The link is in the beta-invite mail.
[b]Remember to put the game on your steam wishlist to get notified when the game launches![/b]
After the beta ended the game is removed from the wishlist because you had a test-version in your library.
[b]Changes in Gladium going forward[/b]
Now that I've gathered some feedback and watched some of you play there's a number of improvements that I'm going to be working on until the Early Access launch.
[u]Enemies[/u]
The enemy AI and specifically their telegraphing are going to be experimented with and improved. When enemies are blocking, boss attacks and generally better visual clarity while fighting.
[u]Pit fighting[/u]
I have some exciting plans to make this into a grander experience. The fights will be more exciting, a pit-exclusive weapon, a better reward-system and more.
[u]Combat[/u]
I'm really happy with where the combat is now, but I'm wondering if it still could be more interesting. So I am thinking about implementing a new fight-mechanic, the Shield Slam. Some enemies already have this mechanic and I think, if implemented properly that this could be another interesting part of the player's tool-kit.
It would have a stamina cost (probably 2) and stun the enemy if it connects, while also functioning as a block for its duration.
The are some balance/design issues especially regarding bosses that I would have to work on first though.
Please feel free to share your thoughts about the implementation of this.
Hope you're looking forward to the launch as much as I am!
- Eirik