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A jam submission

Breaking GauntletsView game page

Mash-up of Gauntlet, Breakout, and Space Invaders
Submitted by m4rek — 3 hours, 34 minutes before the deadline
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Breaking Gauntlets's itch.io page

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Comments

Looking forward to more of this.   Runs great in browser.  I had a little confusion on escaping floors.  It seems like I went down several ladders but didn't get credit for escaping... maybe I missed something in the instructions.

Developer(+1)

Hmm. When you reach a ladder, you should get a little notification (standard DR .notify!) to say you cleared a level, the counter for “floors escaped” should increment by one, and the level should reload with potentially a new map to explore. Odd if that didn’t happen, I’ll take a look and see what’s up. While I’m in there I might even find the bug that’s causing the player to spawn inside walls >.>

Developer

Just wanted to confirm what you're seeing; is it that your current stats weren't updating? Last/Best  will only update at the end of a run. I've taken a look and there should be no reason for it to not be updating, nor was I able to reproduce any situation where the current score was not updating. Did find the bug messing with spawning, but that's no help.

(+1)

I played through a few more times tonight and wasn't able to make it happen.  The most likely explanation is that I actually lost the game and my stats were reset as a result.

Developer(+1)

I think it’s still valuable feedback, indicating that more visibility would be good for level completion and game over notifications. Probably outside the scope of the post-jam tidying that I’m doing currently (as I’m already pushing the limits of that), but definitely something I want to add in the future, likely before 1.0 👍

Submitted

this is fun haha. definitely very hard as my attention is split between the two windows. one thing about it is that you don't really feel much urgency to move the character on the left. a fun concept could be to have that player be "chased" by something so that you are compelled to keep moving.

looking forward to seeing where you take it!

Developer

A definite downside of the fakery used to implement enemies; the idea was that enemies would chase and swarm you, but currently they don’t move at all 😇

HostSubmitted

You tease. This game is much more compelling that it has a right to be. You're going to have to develop it some more so we can see its full potential. 

Congratulations on getting your game in a playable state considering how little time you had to build it. Bravo.

Submitted

Nice prototype. 

Looks like it can be pretty fun if you add some goal.

In the future. maybe you can find some other way to get the enemies in the combat, because the way it is now, you can stay still and clear the enemies before moving to the next square. This makes it more easy and therefore the idea is inviting, but also makes the game boring.

Also, its probably because of the multiple collisions checkings, but when there are multiple enemies and balls, the game slow down a lot.


All in all, this looks neat :)

Developer(+1)

Yeah, there’s definitely significant performance issues on the web build (the downloadable build should be better, but that’s no excuse).  I should be able to add enemies even when you don’t move as I’m already incrementing the spawn position on the screen, and there’s a lot of little balancing tweaks in terms of the intervals at which enemies appear/advance/attack. The intent for a goal is to find the level exit, which will likely also come with a random starting position, and basic variations of the level layout (flip vertical, flip horizontal and both).


Thanks for checking it out, and taking the time to comment!

Submitted(+1)

It got very fun since you updated. I played on the browser and got to level 5.

There's still the problem with the performance, but it's not a big deal since it's on the browser (the problem with the performance actually helped me, since it makes the balls more slow XD).

There's a thing about the performance that I find it curious and therefore think it's relevant to point: when you get to the next floor the performance gets a little better, even though the combat state seens to remain unchanged.

Developer(+1)

A-ha! Yes I know what’s causing that speed up. There’s a clearing of dead enemies on level change, which I can make happen more often and hopefully keep performance a little better. Probably won’t help much, but it’ll be something. Thanks for the tip; next update will be focused on performance (but will also bring three new map variants to keep things fresh)