Devlog #16: Bug Fixes, Gameplay Loop Restored & New Sound FX!


Hello again, fellow gladiators!(if there is anyone reading these devlogs)

It’s been a busy couple of days as I’ve tackled some lingering issues and taken another big step toward the upcoming demo release. Here’s what’s new and what I’ve been working on:

Bug Fixes and Gameplay Loop Restoration

First up, a ton of effort went into squashing bugs and restoring the core gameplay loop. There were some persistent equipment and UI issues—sometimes gear would vanish from the paperdoll, or inventory syncing broke between scenes. Tracking these down took a fair amount of log spam and delayed coroutines, but I’m happy to report that the core loop is working as intended again!

  • Equipment now (almost always…) appears correctly when you enter the preparation screen.

  • Stats and inventory carry over between fights.

  • Fewer “ghost” items and missing gear in the UI.

  • Several smaller edge case bugs resolved to keep things flowing smoothly.

 Sound FX Integration!

Next, and maybe more exciting: Sound Effects are now in the game!

  • Added context-sensitive SFX for sword swings, blocks, hits on metal/leather/flesh, shield parries, and more.

  • Walking on sand plays subtle footstep sounds (randomized for less repetition).

  • Grappling and escaping grapples get their own audio cues.

  • Spells have unique SFX, and even missed attacks/dodges have a sound now.

 What’s Next?

The core gameplay loop is now solid enough to start recording real gameplay footage—next up is a little polish, fixing the last few “paperdoll” glitches, and maybe hunting down a couple more sound assets (death screams, anyone?).

Once I’m happy with how a run plays out from start to finish, I’ll share a new gameplay video and open up public demo access. Nearly there!

As always, thanks for following along. Your feedback, bug reports, and encouragement make a huge difference. Stay tuned for the next big update!

— Thiago

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