Author Topic: Shiny Gauntlet (WIP)  (Read 12697 times)

spritewrench

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Shiny Gauntlet (WIP)
« on: November 05, 2014, 03:35:49 PM »
Hello everyone.  Very first post here.  This is my current work in progress



Play as Patch, the flickering spirit, in this action rogue-lite adventure. Explore the ever changing Gauntlet. Use different weapons, and collect shiny things to survive as many floors as you can!

The game is an infinite dungeon runner that draws inspiration from legend of zelda, binding of isaac and nuclear throne.  You explore the depths of the Gauntlet as you try get the highest score on the leaderboards (score is recorded on death).  The game is still in alpha but development has been pretty consistent (I update once a week).  It would be great to hear your thoughts and feedback! (Always appreciated)

Feel free to give it a go here

or

Follow the games progress here


~



 

 



~

spritewrench

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Re: Shiny Gauntlet (WIP)
« Reply #1 on: November 07, 2014, 02:00:01 PM »
Update Feedback Friday #9


Build Version: 0.19 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
  • Tweaked floor types: Floor types change every 2 floors
  • Added a new scroll: Scroll of Hidden Potential
  • Tweaked movement traction
  • Big Mobs now scale with level
  • LINUX BUILD READY !!!! (no idea if they work properly)

« Last Edit: November 07, 2014, 02:04:04 PM by spritewrench »

getter77

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Re: Shiny Gauntlet (WIP)
« Reply #2 on: November 07, 2014, 03:47:39 PM »
Very glad to see this proceeding at a good dev pace---keep at it!

Suggestion:  Maybe a good idea to get a versioning going on with the releases as far as filename goes?   Something a bit more action-packed than  "release.system"?   :P
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

spritewrench

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Re: Shiny Gauntlet (WIP)
« Reply #3 on: November 07, 2014, 04:11:52 PM »
Good idea.  Been keeping this naming convention since build v0.01.   :P

Cirrus Minor

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Re: Shiny Gauntlet (WIP)
« Reply #4 on: November 08, 2014, 01:34:07 PM »
Hi !
I've tested the game, it's running well (although I had a crash in game - Win 8/64).
I like the 2D art !

Why is the game size so huge (> 100 MB) ?

Samildanach

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Re: Shiny Gauntlet (WIP)
« Reply #5 on: November 08, 2014, 05:21:22 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.

spritewrench

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Re: Shiny Gauntlet (WIP)
« Reply #6 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)

spritewrench

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Re: Shiny Gauntlet (WIP)
« Reply #7 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.

Samildanach

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Re: Shiny Gauntlet (WIP)
« Reply #8 on: November 09, 2014, 12:42:25 AM »


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.
Yeah, it must be difficult to design something that requires a double tap. Too sensitive and it's awkward, not sensitive enough and it's useless. I sympathise.

Vanguard

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Re: Shiny Gauntlet (WIP)
« Reply #9 on: November 10, 2014, 07:56:40 AM »
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.

spritewrench

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Re: Shiny Gauntlet (WIP)
« Reply #10 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.

spritewrench

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Re: Shiny Gauntlet (WIP)
« Reply #11 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. ~

spritewrench

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Re: Shiny Gauntlet (WIP)
« Reply #12 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

« Last Edit: November 28, 2014, 01:45:03 PM by spritewrench »

spritewrench

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Re: Shiny Gauntlet (WIP)
« Reply #13 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

« Last Edit: November 28, 2014, 01:48:11 PM by spritewrench »

spritewrench

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Re: Shiny Gauntlet (WIP)
« Reply #14 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

« Last Edit: December 05, 2014, 01:56:48 PM by spritewrench »