Things I'd like to work on in the near future are mostly related to UI and overall presentation. I'm not happy with the spell system, but that'll be a bigger battle saved for the future. For now, form over function.

Not much helpful UI is presented in the game. Partially as a design choice, paying homage to the minimalistic UI of Dark Souls. I like the vagueness and ambiguity of Souls' descriptions. The other reason is because it's a prototype and much of the UI is not finalized. So not much effort went into prettifying them. What I'd like to accomplish is have UI be as non-intrusive as possible. Diegetic and simple UI is the goal.

I'm learning a lot from this project. It's the first Unity project I've spent serious time on. I've learned about some basic 2D skills, like skeletal animation and UI basics. I've practiced my programming skills and found I really like C#. It's a comfortable language. It's easy to translate my thought into code. The less mental process is spent on that translation, the more enjoyable programming is for me. I like puzzling out solutions, but I don't like technical syntax gochas.

It was quite challenging putting this prototype together. Previously I've worked on smaller projects. The bigger scale of this project made it a learning process. I learned some version control best practices. In the future, I'm looking to incorporate unit testing. That'll likely be when I redesign the underlying code for the spell system.

Oh, and the game balance is non-existent. I tested the game on both paths, and it's definetely doable. But designing gameplay that's actually fun is something I need to test and learn about. Which also means adding the roguelike element of the game. Like, consumables, equipments, and shops.

Of course, eventually a working save systems. A lot of things to learn and work on. For now, it's a prototype I'm happy with, and happy to continue working on.

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