Incoming huge UI changes
A Little Bit of History
In the very beginning, when we first started designing this game, we focused on many different aspects—gameplay, AI, characters, monsters, and more. However, when it came to menus—especially the shop/inventory/barracks screen (the one you see between waves)—we assumed we could simply build on our initial design as we went along. That initial design, by the way, was thrown together in about three minutes. We figured menus weren’t that complicated and didn’t require much attention.
We were wrong.
The interface we created was ugly, unintuitive, messy, and difficult to use. It led to a frustrating user experience, and we received a lot of negative feedback about it. On top of that, our existing design simply couldn’t accommodate the new features we wanted to add.
So, we decided to redesign it completely.
This time, we gave the issue the attention it deserved. We spent time learning about UI/UX principles, then carefully designed a new interface from scratch. It was a huge undertaking, but one that had to be done. After a lot of work, the new UI is almost finished and will be in the game in just a few days.
We believe the new interface looks and feels significantly better, and we hope you’ll enjoy it.
Get Gladius Terrae
Gladius Terrae
| Status | In development |
| Author | Bazooka Raptor |
| Genre | Action, Strategy |
| Tags | 2D, Bullet Hell, Casual, Indie, No AI, Pixel Art, Roguelike, Short, Simple |
| Languages | English |
More posts
- Hot fixes30 days ago
- Back after long time.32 days ago
- Feedback summaryAug 27, 2025
- Styling improvementsAug 05, 2025
- New monsters, UI changes and revive mechanic.Jul 30, 2025
- Vanguard visualsJul 21, 2025
- New monstersJul 18, 2025
- Monster audio updateJul 14, 2025
- Demolitionist visualsJul 03, 2025
- Boss and core gameplay changesJun 27, 2025
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