Devlog #8 – Opponent Selection UI: Icons, Tooltips, Polish
I'm still deep in the process of refining the Opponent Selection screen, which is turning out to be one of the most UI-heavy parts of the game so far. I’ve been working on:
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Stat icons with contextual tooltips (e.g., “Stronger than you”, “Nimbler than you”, etc.)
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Magic school icons — now loading properly from Resources after a minor path mismatch
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Hover-based feedback for gear previews and character summaries
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Cleaning up layout and spacing to fit both atmosphere and readability
It’s mostly small things, but they add up. I'm doing this solo, and even simple UI polish eats time — especially when you're juggling gameplay clarity with stylized design.
I'm aiming for something that feels gritty, tactical, and a bit theatrical — like an ominous lineup before the fight. The whole game is meant to feel like that moment just before combat: tense, uncertain, full of risk.
Here it is the result of the refining so far (feel free to compare with screenshots in other devlogs)
If you're reading this, feel free to drop a comment — I'd love to hear what you think so far or what kind of details you'd like to see in this type of game.
Thanks for following along.
Get Chains on Sand Demo
Chains on Sand Demo
Tactical arena combat meets permadeath and blood-soaked legacy.
Status | In development |
Author | tabulaforge |
Genre | Simulation |
Tags | 2D, Procedural Generation, Singleplayer, Unity |
Languages | English |
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