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Health Underneath - Numerical and Bar

Player Indicator

Enemy Selected -
Player path indicator Indicated in red in 2 places:
4 dots on actual enemy
Red outline on enemy portrait
Current Orb Loadout
(same as orb selection screen)

Hover over -
Battle Screen highlights in white
Not useable - shadowed + can’t be
PHASE 1 - General Info highlighted
Battle Screen Characters Organised
by Turns
Character Portrait Info Top 1st
Next 2nd etc.
Visual cue for
Character Portraits: planning attacks etc
Current Player
highlighted with
yellow outline
Targeted player Wait time:
with red outline Seconds (white
Bar Indicator (orange)

Health Bar in Green


(same on the battlefield)
Hourglass purpose - explanation for player to see

Hourglasses appear
speed up battle seq button over enemies whose
(may get rid of this)
turn will get a turn
Coins collected before your next
turn

Click skill to reveal


Battle Screen
attack and intended
target. Highlighted
PHASE 2 - Select a skill and extended in red
Weakness or
dead enemies
blocked shown via
remain on battlefield
text

death indicator

Damage shown
skills shadow to
numerically on all
highlight the action
targets hit

Battle Screen

PHASE 3 - Fire Attack!!


Player moves to
enemy

Currently player Damage shown


health bar remains numerically on all
here - even though targets hit
character moves…
cleaner on attack
animations

Battle Screen

PHASE 3 - Physical Attack!!


Attack Name
Player (enemy)
indicator

Cooldown indicator
- fill gets lower
closer to being able
to use again

Battle Screen

*battle screen can be right->left


PHASE 4 - Enemy Attack* or left->right - it’s not because
it’s the enemies turn
Blocked damage in
brackets. Damage
fades slowly for
player readability

Screen slightly red due to


damage flash indicator

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