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A young hero ventures forward into an untamed world on a mission to become powerful enough to face The Gauntlet.

In this game, the player must fight monsters, learn to wield magic, and gear up to fight the monolithic challenge known as The Gauntlet. A massive 20 floor dungeon, The Gauntlet is a test for many powerful adventurers and only the most prepared among them have any chance at clearing it.

Learning the strengths and weaknesses of the monsters across the world makes this game a fun challenge for those who enjoy strategic gameplay. Players can choose to play as a fearsome warrior wielding powerful melee weapons and heavy armor or they could choose instead to focus on powerful destructive spells as a high wizard. Anything is possible for those who follow the simple rock, paper, scissors like combat system where earth, fire, and water clash for dominance.

Game Length (1H 30M - 4H 00M)


This is an early, incomplete, version of the Gauntlet.
Feel free to give feedback but please remember that this version is intended to balance the mechanical aspects of the Gauntlet. My attention is not focused on art or assets as of the moment.

Latest Blog

Update to version 0.0.9

Added:
Broker in Belladona Castle will now purchase rare Trophy items dropped by monsters.


Fixed:
All skills and spells are now only usable in their intended menus.
Moonwisp magic dodge/counterattack chance corrected to %50 and %25 respectively.
  • Production
  • psyclosis
  • RPG Maker MV
  • Adventure RPG
  • 03/17/2023 10:07 PM
  • 01/04/2024 04:04 AM
  • 06/01/2023
  • 5940
  • 2
  • 72

Posts

Pages: 1
Marrend
Guardian of the Description Thread
21781
Played this for about a half-hour. Unsorted notes, and stream-of-consciousness thoughts, placed underneath the hide-tag.


The screencaps on the game page are very basic, and don't exactly inspire great things. Perhaps this is something to be improved later, but, hey. Let's give this a shot!

Corrected Rest description: "Skip your turn, and recover a small amount of HP and MP."

Correction with Val's blat at the dungeon entrance: "Once you begin, you must go until you're done."

Music? Anywhere other than in combat? Okay-ku, that's probably on the stack of changes to be made, right? Riiiight?

Chest in the tower: "Defence" -> "Defense". Item description of Amulet of the Defender has the same error.

Shield descriptions seem to have have the word "sheild" in them.

I noticed that the encounter circle in Room 3, Floor 1 was still active after fighting it. Stepping on it again absolutely re-triggered that encounter. Battles in the Gauntlet aren't worth any money or experience. I can confirm this with my money and experience values on a save before I entered, and from loading a save inside Room 3 Floor 1, and fighting that encounter again. I feel this game is designed around limited opportunities to engage in encounters, so, I'm kinda thinking this is a bug, rather than being intentional.

The Ogre blocking the road south is pretty tough. I can manage to get to Room 4, Floor 1 of the Gauntlet, but, my first attempt failed. My second attempt was also a failed attempt, though, I died a lot quicker that time. The Water Spirit used a healing spell that time, so, I dunno what the game is telling me about my change in tactics by using the staff, and it's "ultimate" skill versus the sword, and it's "ultimate" skill. Outside of purchasing better DEF/MDEF equipment so that I don't take so much damn damage?

author=Marrend
Battles in the Gauntlet aren't worth any money or experience.
XP and Gold are awarded when you complete the floor and leave.
author=Marrend
I noticed that the encounter circle in Room 3, Floor 1 was still active after fighting it. Stepping on it again absolutely re-triggered that encounter.
Not sure how I missed that, thank you for informing me.
author=Marrend
I feel this game is designed around limited opportunities to engage in encounters, so, I'm kinda thinking this is a bug, rather than being intentional.
The Gauntlet dungeon is the only repeatable set of battles in the game and is therefore, the only farmable xp and gold at the moment.
author=Marrend
Outside of purchasing better DEF/MDEF equipment so that I don't take so much damn damage?
If you were wearing heavy armor, you gain high Def at the cost of M.Def so you may have been taking more magic damage than with no armor.

And yes, I'll be adding music, I noted it but forgot to fix.

note: Will be reducing spirit HP by 50 from 300.
Marrend
Guardian of the Description Thread
21781
To be fair, I didn't buy any equipment, or consumables. Mostly because I did not notice a consistent money flow in the game. While I did get money/experience/items from the tutorial area and the eastern tower, both were locked off after completing them. This is part of the reason why I think this game is designed around limiting encounters. Perhaps limiting resources as well.

In a sense, I'm getting Final Fantasy Mystic Quest vibes from this game. As a quick refresher, enemies are placed on various map tiles. I don't think they move? Either way, once defeated, they never repopulate. There's "battleground" areas scattered across the realm if you want to gain XP/money outside of regular dungeons, but even those are limited to how many fights they provide before becoming locked off in their own right.
Marrend
Guardian of the Description Thread
21781
Gave this another go. I think the version I played was 0.0.3? Hide tag time? Hide tag time.


I made a save after clearing the tower inside the equipment shop, since if there was going to be any changes in how I play the game, it would be whatever I could get there.

I think it would be good idea if there was indications of what all stat bonuses/penalties are on the equipment. The shop scene only shows the "relevant" values (ie: the difference in attack power for weapons, and physical defense power for armor), so players can't actually tell at a glance that heavy armor is going to decrease magic defense. Which is arguably a much more relevant stat in certain fights in the Gauntlet, and possibly elsewhere.

I think my defense total after getting a set of masterwork light armor was in the mid 200's or so. Meanwhile, my magic defense hadn't broken 100. However, I think I started noticing that the Fire Spirit in Floor 1 Room 4 buffed attack power and magic power. Which might go a long way in explaining how much damage I was taking before, but, even with the light armor set, the incoming damage was still a tough pill to swallow.

However, the Water Spirit randomly throwing down it's healing spell just make my eyes roll. The ability restores somewhere around 200 HP, which basically negated almost any attack I made in the fight, considering I also have to heal from the incoming attacks.

Actually, do these abilities these monsters use have any cost? I swear, enemies just throw their abilities out there like it's nothing, and do not require any kind of recharging time. Unlike the player, who can use Rest to restore 10% of their max HP and MP at the cost of a turn and 5 TP in combat.

As far as I can tell from reading Enemies.json in the data folder, these enemies have all of 5 MP to spend. Again, from what I can tell, that is enough to use one of it's skills. Ever. The enemies doesn't appear to have MP regeneration on it's own, so, does that mean it gets it's MP back to spam their spells via the Troop Tab? I'm just massively confused by this, and what the intention is here.

At any rate, I did, somehow, manage to beat the first floor of the Gauntlet. However, I have zero compunction of going back in there again. Only 200 gold and 310 experience for completing Floor 1? Which might include the one-time floor clear bonus? I kinda feel it should be more, but, I keep forgetting that there will potentially be content that isn't the Gauntlet in this game. Like, the area south of the orge was outside the context of the demo I played, but, there could be stuff there that could help players out in the Gauntlet.

OzzyTheOne
Future Ruler of Gam Mak
4696
I like the ammount of little updates this game is getting, I should give it a play and see if I can help out with Feedback as well.
author=Marrend
I think it would be good idea if there was indications of what all stat bonuses/penalties are on the equipment. The shop scene only shows the "relevant" valuesl

Already fixed in dev and will be ready in next update.

author=Marrend
Actually, do these abilities these monsters use have any cost? I swear, enemies just throw their abilities out there like it's nothing, and do not require any kind of recharging time.

Spirits have 100% MP cost reduction but can only use their secondary ability every other round.

note: Fixed a bug with "Healing Mist" skill (wrong element) causing enemies to
recover x2 HP.

author=Marrend
At any rate, I did, somehow, manage to beat the first floor of the Gauntlet. However, I have zero compunction of going back in there again. Only 200 gold and 310 experience for completing Floor 1? Which might include the one-time floor clear bonus? I kinda feel it should be more, but, I keep forgetting that there will potentially be content that isn't the Gauntlet in this game. Like, the area south of the orge was outside the context of the demo I played, but, there could be stuff there that could help players out in the Gauntlet.

Floor 1 should be fairly easy to beat once the east tower dungeon has been completed and the reward claimed. (talk to Steven the Mayor in Brexon town center)

Floor 2 should be beatable as well but it is far easier if you do the Deeps dungeon. (also given by Steven the Mayor in Brexon town center)
Marrend
Guardian of the Description Thread
21781
psyclosis
Floor 1 should be fairly easy to beat once the east tower dungeon has been completed and the reward claimed. (talk to Steven the Mayor in Brexon town center)

How was that last fight in Floor 1 "easy"? To be fair, I can recall that the mayor rewards the player with a gold, and that the total amount I had was somewhere around 450. My very first play, I didn't buy anything, and I got smashed by both the Ogre and the final fight of Floor 1 of the Gauntlet. So, okay, maybe I deserved that.

The second time, like I said, I bought a set of masterwork light armor, and maybe got a better sword with, like, ~85 gold to spare. I could defeat the Ogre with some trouble, and I did manage to beat Floor 1. However, I wouldn't exactly call that fight "easy". If I made even the slightest of mistakes, I was as good as dead.

Though, hearing that the monsters have 100% mp cost reduction still baffles me, and makes me ask why the enemies don't follow the same rules as a player. This is the thing that pissed me off the most with Chrono Cross in how enemies can absolutely use spells/skills without previously building attack level when players absolutely, positively, cannot do that.
author=Marrend
Though, hearing that the monsters have 100% mp cost reduction still baffles me, and makes me ask why the enemies don't follow the same rules as a player.

I could have made a new skill with the same damage formula and 0 cost.
That was simply my way of making the Spirit "Attack" a magical attack. They have no physical attack unless something applies silence or another similar state.
Marrend
Guardian of the Description Thread
21781
author=psyclosis
I could have made a new skill with the same damage formula and 0 cost.

I'd more highly suggest they have 0% mana reduction, and have a larger pool of MP to work with. For example, maybe let the spirits have 100 MP. With the skills they use, that gives them 20 skills total to throw at the player before they run out of MP. Then, because they are primarily spellcasters, maybe they use Rest to recover MP, and only use physical attacks when confused/berserk. Not that I saw any ability the player had access to apply those states, but, it could happen elsewhere in the game.

Non spellcasters would likely have less MP to work with. The bats that use the poison bite skill first turn and only first turn may only have the 5 MP to work with that representing the cost of the skill they use, and never bother to recover it. The spiders/crabs/whatever-they-were (sorry for my poor memory on this point) that serve as the "easy/first enemy" should probably have 0, since they don't use skills. The one that can use the fire attack could maybe use it twice (so, probably 10 MP) before reverting to physical attacks. The elemental imps might have 50 or so, to allow them to throw 10 spells at the party before reverting to physical attacks, or possibly using Rest.

The precise number of skills enemies throw at the player before their MP is drained might use some tweaking/playtesting. However, this kind of thing is what I mean by having enemies use the same rules as players: They should also have a limit to how many skills they can use before needing to Rest, or revert to physical attacks.
author=Marrend
The precise number of skills enemies throw at the player before their MP is drained might use some tweaking/playtesting. However, this kind of thing is what I mean by having enemies use the same rules as players: They should also have a limit to how many skills they can use before needing to Rest, or revert to physical attacks.

Most monsters do follow that rule. Bats and spiders use no spells and therefore have no MP. The Obsidian spider has 10, as do Imps. Some later enemies also have spells with limited MP. The only enemy that has effectively unlimited MP is Spirits.

Spoiler
On floor 3, you will run into an enemy called Ghosts that use a skill that cost 0MP as their primary attack. This attack drains hp.
Deal with this enemy using elemental attacks or magic as they are immune to physical damage.
author=psyclosis
author=Marrend
The precise number of skills enemies throw at the player before their MP is drained might use some tweaking/playtesting. However, this kind of thing is what I mean by having enemies use the same rules as players pizza tower: They should also have a limit to how many skills they can use before needing to Rest, or revert to physical attacks.
Most monsters do follow that rule. Bats and spiders use no spells and therefore have no MP. The Obsidian spider has 10, as do Imps. Some later enemies also have spells with limited MP. The only enemy that has effectively unlimited MP is Spirits.

Spoiler
On floor 3, you will run into an enemy called Ghosts that use a skill that cost 0MP as their primary attack. This attack drains hp.
Deal with this enemy using elemental attacks or magic as they are immune to physical damage.
I must thank you for your a few spoiler. I decide to download the game and play.
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