ID:67955
 
Keywords: gauntlet, the

Poll: Should I get back to work on The Gauntlet?

Yes 77% (52)
No 22% (15)

Login to vote.

I was planning to write a bit about ACWraith's game Wrangle, Warp and Weep, however I'm under the impression that the game still might be in a state of flux, so I don't want to say too much about it since things might up and change afterwords.

So instead, I'm going to comment on this. Vexonator complains, "I've gotten completely stuck after getting the Slime Boots". Well Vex, that's because there is nothing after the Slime Boots. Probably because, to my knowledge, no one has ever gotten that far in The Gauntlet before! I wasn't about to waste my time working on a game that nobody can be bothered to finish.

But now that I know someone has finished it, I'm stuck with a conundrum: should I get back to work on this project? I haven't touched the source code in nearly a year, and I'm not really sure that I'm happy with the game play mechanics at all. But if people are willing to play it further, it might be worthwhile to invest some more time into it.

So what do you think, should I get back to work on this game?

Oh, and has anyone else ever gotten that far before?

'no' is what I selected because...

- I think it's a neat game but it's very generic at the core and even if you do more work on it, I probably wouldn't be drawn back into it due the frustration (I sucked at it) and lack of my own personal interest in that particular genre which seems to be dwindling more rapidly over the last few years.

- I'd like to see you creating something exciting and innovative which gets me to say "oh wow", because I know you can. I'd like to see Byond's most talented and experienced devs working on awesome new stuff. I'd like to see some non-rip games pick up hordes of new players. Byond has a pretty decent platform for creating single player games but most are very bland and we don't have enough.

Some things to consider which are slightly out of scope...
- Creating a base project for single player games to help jump start folks.
- rankings for more single player games so provide generic medals so devs can easily add medals to their games.
- Global rankings across multiple games
- Single player tournaments across multiple games.
- A more unified single player page that shows how many players are playing single player games and how many per page. I know Byond provides this a little bit but compared to other gaming sites, my visibility to all available games and players seems very limited.

Don't have time to stop and review. My only intention was to persuade you to work on something cool. Hopefully I was in no way offensive while explaining this. If I was, it was not intended.

ts

Personally I don't think there's anything exciting about "generic medals". Would you want to win a generic medal? Its more fun to win an exotic custom medal, isn't it?

Anyway, I've attempted the "base project" stuff in the past and found that I don't get very excited about it. I just want to make games with things to explore that people will actually play. Granted, I'd much rather have an exciting and innovative concept to work with...
Foomer wrote:
Personally I don't think there's anything exciting about "generic medals". Would you want to win a generic medal? Its more fun to win an exotic custom medal, isn't it?

Totally agree. At the same time, a golden medallion might suffice for some. Specially those who are trying to collect the most vs the coolest. It would be easy to add a generic library with a single golden medallion and see if anyone uses it. If they do, more interesting medals can be made. Not suggesting you do this... sort of a random idea to help update sp games.


Anyway, I've attempted the "base project" stuff in the past and found that I don't get very excited about it.

Right. A dry challenge that may never help anything.

I just want to make games with things to explore that people will actually play.

Same. The idea of people being pleasantly entertained by challenges I created for them is the very basis for game design day dreaming.

Granted, I'd much rather have an exciting and innovative concept to work with...

:) heh...
Alternatively, the game might be less frustrating to many if you added an HP system. It could be as simple as 3 hits, you die.
That's Vexonater for ya.
I'm inclined to say the same thing. Perhaps you get hit, you flash (with immunity) for a moment and lose a health point. You lose all your health points and you'll have to respawn at your last save point. Save points could also restore your health so you don't have to die on purpose to get your health back. Then there could even be health upgrades! :P

But that doesn't mean much if its just very generic at its core and nothing worth playing.
Foomer wrote:
I'm inclined to say the same thing. Perhaps you get hit, you flash (with immunity) for a moment and lose a health point. You lose all your health points and you'll have to respawn at your last save point. Save points could also restore your health so you don't have to die on purpose to get your health back. Then there could even be health upgrades! :P

But that doesn't mean much if its just very generic at its core and nothing worth playing.

For me, a small part of the hook was the items and wondering what I would get next. As long as you can think of 24 or so unique items and unique uses for them, the game will continue to hold attention. Also, having a storyline wouldn't hurt, even if it's far in the background.
Wow that was a truly fun game. Please finish it! Make some more interesting obstacles and items. I thought it was extremely fun and when I got to the slime boots and nothing else was there I was really disappointed :(...Please progress it onward!!!
MattimeoMan3000 wrote:
Wow that was a truly fun game. Please finish it! Make some more interesting obstacles and items. I thought it was extremely fun and when I got to the slime boots and nothing else was there I was really disappointed :(...Please progress it onward!!!

That's good to hear. I'd like to change it to where you have to select certain items (such as a shovel or lantern) before they'll be used. Do you think that would effect the "fun factor" of the game much?
I think the biggest problematic difference between Gauntlet and Tomb Explorer is that, with Tomb Explorer, you have a fresh map every time and you have to recollect all of the objects. That means there's always a lot of things to find, because for each short map, you're finding the same things over and over.

With Gauntlet, there are only so many items that you can find, and they have to be spread out throughout the entire game, and if you want a reasonably long game, that creates large gaps between item discoveries. If the fun of the game is in discovering new things, then the fun factor is effectively reduced because there just isn't as much to find.
Foomer wrote:
I think the biggest problematic difference between Gauntlet and Tomb Explorer is that, with Tomb Explorer, you have a fresh map every time and you have to recollect all of the objects. That means there's always a lot of things to find, because for each short map, you're finding the same things over and over.

With Gauntlet, there are only so many items that you can find, and they have to be spread out throughout the entire game, and if you want a reasonably long game, that creates large gaps between item discoveries. If the fun of the game is in discovering new things, then the fun factor is effectively reduced because there just isn't as much to find.

A couple of small suggestions to alleviate this issue. First off, since you can interact with anything by just bumping in to it, I suggest you go along with the idea that you select items to use them. Say you can only have one item equipped at a time; this would require you to figure out what to use in any given situation.

With this, you could get rid of the problem with a limited number of items to some extent. By giving people items at a fast pace at the beginning of the game, you show people quickly the many things they can do and interact with. Since every new item means a greater variety of puzzles, every item can and should take longer to get than the previous one. Therefore, later in the game, there will be a long gap of game play between each item, which won't be a problem because there will be a much greater variety in the puzzles at this point.
That sounds like good advice. I'll keep that in mind when I get around to working on it again.
i like the game but i'm with vex on the hp issue. very frustrating and I just don't want to play more with the current hp system in place, but I would love to if a 3 hit system was implemented.