Gauntmaggedon Devlog #4 [4/27/2025]


Version 0.1.3 Update

Hey guys, this update is one that we are pretty excited for. This update finally makes use of leveling up in a more meaningful way. For a while now enemies, items, and powerups all had no leveling associated with the player level. Now, they will scale as the player scales.  A lot of these values were assigned semi-arbitrarily for the start since we have nothing to compare it to, so feedback on the leveling would be much appreciated. Questions we would love answered are as follows:

  • Do enemies scale well? Do they do appropriate damage with adequate health, or do they still feel too easy to fight as you go? On the flip side, do they feel too difficult as the game go on?
  • Do items feel overpowered, underpowered, or just right as you level up?
  • Does the player's powerups scale appropriately as you level?

Feedback is very important to us, so if you have any comments feel free to reach out to us using the contact information at the bottom of the post! Also, our artist is hard at work converting all the programmer art into something that we feel fits the game much better. Please be patient because there is a lot to fix.

Update Notes

  • Items now have levels associated with them, this level corresponds to the effect's modifiers.
  • Enemies now scale health, damage, and move speed as player levels up.
  • Powerup cards now scale as player levels up.
  • Powerup card now displays more accurate info on what is being applied.
  • Health addition effects (item or powerup) now apply health to max and current health rather than just the max health.

Minor Notes:

Currently there is nothing preventing you from swapping to items that could kill you. For example, if your current item adds 10 hp to your character and you lose 5hp of the bonus 10hp, then you swap to an item that adds 5 hp, it could potentially drop you to 0hp. These interactions have not been tested completely, so please proceed with caution.

Known Bugs

  • [FIXED] Currently added items also adds an extra 10hp and I haven't figured it out yet, but I am working on it.
    • [SOLUTION] We had a test variable thrown into the item class, and it was being applied to every item on creation. It has been fixed and will be applying the correct health upon selection.

Reporting Bugs

Please feel free to reach out with any comments, questions, or concerns, and we would like to extend our gratitude to those who have played these early versions of the project. We know it hasn't gotten far, but we are committed to bringing this idea to fruition. Thank you for your patience and understanding. We will see you all next week with another update!

Feel free to reach out here on the games page, (for communal discussion) here or at my email ironcutterstudios@gmail.com.

Files

BROWSER_gauntmaggedon_V0.1.3.zip Play in browser
2 days ago

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