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Messages - spritewrench

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1
Description
Shiny Gauntlet is a Dungeon Hack n Slash, Bullet Hell, Rogue-Lite Adventure.
Select your champion and explore the Gauntlet. Collect weapons, enchanted rings, bottle and/or consume the mysterious remains of defeated foes, all the while chasing the wily cultist who has stolen your Shiny Shard!
Inspired by games such as Binding of Isaac and Legend of Zelda, Shiny Gauntlet is a game designed for players who like short play sessions of intense difficulty.



Features
  • Fight your way through a randomly generated death labyrinth!
  • 20 playable classes!
  • 60 enchanted rings!
  • Bottle the remains of your foes and consume them later for powerups (if you're into that sort of thing).
  • A really SHINY shard!




Grab the playable demo Here

The game is currently on Steam Green Light

~It would be awesome if you voted~





Contact
@shinygauntlet
facebook
or shoot me an email at:
ghenry@spritewrench.com

2
Early Dev / Re: Shiny Gauntlet (WIP)
« on: March 28, 2015, 03:31:25 PM »
    Alpha Build v0.32 Released!





    Build Version: 0.32
    Grab it Here



    Gamepad
    DPAD - directional movement (double tap a direction to dash)
    ABXY - attack in that direction
    Right/Left bumper - use active ability if available(changes depending on 'class')
    Right Trigger - switch weapons​
    Left Trigger - fuse/seperate weapons​

    Keyboard
    WASD - directional movement (double tap a direction to dash)
    Arrow Keys - attack in that direction
    Space - use active ability if available(chang​es depending on 'class')
    E - switch weapons
    Q - fuse/separate weapons​

    Patch Notes
    • Keyboard controls for both main screen menu and quest select menu
    • Able to select class at character creation screen


    [/list]

    3
    Early Dev / Re: Shiny Gauntlet (WIP)
    « on: March 21, 2015, 08:18:09 PM »
      Alpha Build v0.31 Released!









      Build Version: 0.31
      Grab it Here



      Gamepad
      DPAD - directional movement (double tap a direction to dash)
      ABXY - attack in that direction
      Right/Left bumper - use active ability if available(changes depending on 'class')
      Right Trigger - switch weapons​
      Left Trigger - fuse/seperate weapons​

      Keyboard
      WASD - directional movement (double tap a direction to dash)
      Arrow Keys - attack in that direction
      Space - use active ability if available(chang​es depending on 'class')
      E - switch weapons
      R - fuse/separate weapons​

      Patch Notes
      • Quests! You can now take on quest on behalf of the 5 guilds and earn rewards
      • Players are now able to prep for exploration prior to entering the dungeons
      • Scrolls have been simplified
      • Ranking system has been changed.  You are now ranked based on your completed quests.
      • Death results in reset of your character (gold, stats, weapons, etc...).  Your char remains on the leader boards but is marked as dead and his/her rank cant improve.
      • Moved monster hp bar to the top of the screen
      • Added health bar animations


      [/list]

      4
      Early Dev / Re: Shiny Gauntlet (WIP)
      « on: February 13, 2015, 05:02:39 PM »
       


      Update Feedback Friday #15
      ~

      --------------------------------------------------------------------------
      -------------------------SHINY GAUNTLET v0.25-----------------------------
      --------------------------------------------------------------------------
      ~
       
      Grab it Here
       
      ~
       
       
       I'm not dead folks!  Just been experimenting with some stuff!  Belated Happy Holidays and Belated Happy New Year everyone!
       
       
      Controls:
       
      Keyboard
      WASD - to move (double tap in a direction to dash)
      ARROW Keys - to attack
      Q - to eat food
      E - to swap weapon
      R - Fuse weapons
      SPACEBAR - special class ability

      Notes:

      colored meter at the bottom of the screen to denote your current weapons durability (weapons will break once meter reaches 0)
      Shop now only available between floors
      You are now graded based on performance on a floor (this is how you get gold)
      Defeated monsters spawn chests
      Chests have a chance to drop the following:
          Food
          Scrolls
          Rings

      5
      Early Dev / Re: Shiny Gauntlet (WIP)
      « on: December 19, 2014, 02:17:42 PM »
        Update Feedback Friday #14


        Build Version: 0.24
        Grab it Here



        Gamepad
        DPAD - directional movement (double tap a direction to dash)
        ABXY - attack in that direction
        Right/Left bumper - use active ability if available(changes depending on 'class')
        Right Trigger - switch weapons​
        Left Trigger - fuse/seperate weapons​

        Keyboard
        WASD - directional movement (double tap a direction to dash)
        Arrow Keys - attack in that direction
        Space - use active ability if available(chang​es depending on 'class')
        E - switch weapons
        Q - fuse/separate weapons​

        Patch Notes
        Added 7 gold rings:
        • Red Ring - Ring of Attack
        • Blue Ring - Ring of Defense
        • Green Ring - Ring of Featherweight
        • Purple Ring - Vampire Ring
        • Orange Ring - Ring of Charity
        • Yellow Ring - Ring of Greed
        • Gray Ring - Ring of Undeath​
        Tweaked a mage's teleport , and monster collision
        fixed a number of smaller bugs


        [/list]

        6
        Early Dev / Re: Shiny Gauntlet (WIP)
        « on: December 12, 2014, 03:01:10 AM »
          Update Feedback Friday #13


          Build Version: 0.23
          Grab it Here



          Gamepad
          DPAD - directional movement (double tap a direction to dash)
          ABXY - attack in that direction
          Right/Left bumper - use active ability if available(changes depending on 'class')
          Right Trigger - switch weapons​
          Left Trigger - fuse weapons​

          Keyboard
          WASD - directional movement (double tap a direction to dash)
          Arrow Keys - attack in that direction
          Space - use active ability if available(chang​[/li][/list]es depending on 'class')
          E - switch weapons


          Patch Notes
          Updated class abilities for all ranged classes: Archer,Spellsnipe, Arbelist,Seraph,Ninja
          Added new scroll
          Added game pad support!!!



          7
          Early Dev / Re: Shiny Gauntlet (WIP)
          « on: December 08, 2014, 01:26:35 PM »
          hmmmm.  Not the first person to say this.  I think there might be an issue with the site.  Some dowloads just fail outright.  Thanks for the heads up! and please see if you have a better experience with this link: https://www.dropbox.com/s/he41cm4us4czyv2/winRelease.zip?dl=0

          8
          Early Dev / Re: Shiny Gauntlet (WIP)
          « on: December 05, 2014, 01:42:49 PM »
          Update Feedback Friday #12




          Build Version: 0.22 Grab it Here
          *Note: Dying 3 times in a row (without clearing a floor) causes this build to crash, working to fix)*


          Controls

          WASD - directional movement (double tap a direction to dash)
          Arrow Keys - attack in that direction
          Space - use active ability if available(changes depending on ‘class’)
          E - switch weapons
           


          Patch Notes
          • Added 3 new classes. Monk, Seraph and Ninja


          9
          Early Dev / Re: Shiny Gauntlet (WIP)
          « on: November 28, 2014, 01:44:40 PM »
          Update Feedback Friday #11




          Build Version: 0.21 Grab it Here



          Controls

          WASD - directional movement (double tap a direction to dash)
          Arrow Keys - attack in that direction
          Space - use active ability if available(changes depending on ‘class’)
          E - switch weapons
           


          Patch Notes
          • Added 3 new classes. Templar, Bandit and Arblist
          • Changed ranged (archer, spellsnipe, arblist) active ability


          10
          Early Dev / Re: Shiny Gauntlet (WIP)
          « on: November 21, 2014, 01:31:19 PM »
          Update Feedback Friday #10





          Build Version: 0.20 Grab it Here



          Controls

          WASD - directional movement (double tap a direction to dash)
          Arrow Keys - attack in that direction
          Space - use active ability if available(changes depending on ‘class’)
          E - switch weapons
           


          Patch Notes
          • Added two new background tracks!
          • Added 4 new classes! Can you figure out how to unlock them?
          • Added level scaling to weapons (Higher level =  Higher damage)
          • Removed linux builds (back to the drawing board with this one


          11
          Early Dev / Re: Shiny Gauntlet (WIP)
          « on: November 14, 2014, 01:55:15 PM »
          Soft Update
          Due to a lack of time and the scope of this weeks feature, a playable build is not available this week  :'( .  However, feel free to take a gander at some of  the new classes!

          A number of the new classes are functionally hybrids of the base 5 (mage, warrior, priest, thief, archer).  Each of these classes has access to both of their base class passives (Teleport, Half damage, Increased Light, Identify Scroll, Increased Speed) and a unique active ability.

          Mystic Knight
          Mage / Warrior


          Bishop
          Mage / Priest


          Warlock
          Mage / Thief


          Arcane Archer
          Mage / Archer


          ~ Comments welcome/appreciated. ~

          12
          Early Dev / Re: Shiny Gauntlet (WIP)
          « on: November 10, 2014, 09:40:51 PM »
          Only count a double tap if the first directional input was an actual tap.  If the player holds down on a direction button for more than a few frames, the next time they push that same button shouldn't count as a double tap.

          The timing on double tapping isn't too bad, but imo it could stand to be a bit more strict.

          I actually tried the counting on initial press/tap thing ... for some reason that solution didn't seem to work (suspect its my code-fu rather than any over reaching problem with the framework I'm using).  Right now it check on release hence, why the logic cant tell the difference between a long press and a tap.

          13
          Early Dev / Re: Shiny Gauntlet (WIP)
          « on: November 08, 2014, 10:57:39 PM »
          Ok, feedback:

          Generally the game is fairly fun. The darkness was annoying for the first 5 or 6 runs but I'm getting used to it.

          I do have criticism/critical feedback though. Firstly, it's far too easy to accidentally dash. Sometimes I stop moving to dodge a projectile or something then start moving again, and this restarted movement registers as a second press so I dash. I often accidentally dash into darkness or at an enemy. I think this needs work.

          Secondly, why do items bounce you backwards when you pick them up? They haven't yet shoved me into an enemy but they've come close. I don't see any need.

          Finally, the way you freeze for maybe half a second after picking up coins or gems is a bit irritating. It's just a niggle but I can't see any reason to freeze when you pick things up. There's a reason that hundreds of successful and popular games don't do that.

          All in all, I think the game's coming along well. There's definitely still work to be done but it's promising.

          Thanks for the feedback.  Im making a note of these issues for the next build.  The dash I just cant seem to get it right.

          14
          Early Dev / Re: Shiny Gauntlet (WIP)
          « on: November 08, 2014, 10:55:30 PM »
          Why is the game size so huge (> 100 MB) ?

          Hey! Thanks for playing!
          The size is due to a number of things.  Assets arent as compressed as they should be and node-webkit (which is what the game is deployed in tends to be beefy)

          15
          Early Dev / Re: Shiny Gauntlet (WIP)
          « on: November 07, 2014, 04:11:52 PM »
          Good idea.  Been keeping this naming convention since build v0.01.   :P

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