@SuperFlyBoy : Thank you; indeed, these Fighting Fantasy characters can make good bosses and conclude certain stages where this space is unoccupied.
I will simply need to retrieve these sprites and if no one else does it, I will rip them myself.
@Smart Kitty : Thank you. I think the enemies from Wild Fang / Tecmo Knights could also be interesting to integrate (or even later the entire arcade game route).
@O Ilusionista : Thanks for taking a look, I used that outline color a few posts back
@danno: I'd like you to tell me via private message what this law is that came out in the United Kingdom.
@dai92 : Thank you, there are still many beautiful things to be done for this series. I hope you'll like what's offered
I loved this Duel mode when I was younger, and Golden Axe 2 was released in 1991 on the Mega Drive (it was my first experience with the series).
So it's an honor, 34 years later, to revisit some of these elements. We'll be moving from this arena to this one:


Accent gilding is an architectural technique that I really like and that adds a touch of royalty without being too heavy or busy.
I would like to increase the number of duels from 15 to 20 and end with a rating system (from F to SA in the original game) taking into account the time taken for each fight, at what stage the player was able to survive, and with what percentage of life remaining:
The player and the enemy arrive from the gates; once the fight is over, the player returns to their left cell and recovers 10% of their health until the next fight.
You can also see in the right cell which enemy (or group of enemies) awaits you.