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Hyper Gauntlet: The Legacy of Nozzlethrust III is a manic-paced arcade first person infinite runner influenced by Super Hexagon, BIT.TRIP Runner, Wipeout and Temple Run. Players control an invisible force in an abstract and minimalist arena, constantly hurtling forwards through gaps between blue and red obstacles. As obstacles are passed and the score increases, the player runs faster and faster. To help them in their never-ending race, the player can slow down time for a few seconds to dodge through a particularly tricky section. The game rewards you for making split-second decisions and never taking the easy way out. It is currently in Late Alpha stages, and will soon be entering Early Beta.

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I must stress, do not watch this video if you suffer from photosensitive epilepsy, motion sickness or anything else triggered by rapid movement.

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I've been swapping iTween for HOTween over the last week because I managed to make iTween cause persistent crashes to desktop and it didn't seem to be my code. Additionally HOTween is allegedly faster, and I'm hoping to bring Hyper Gauntlet to mobile someday soon.

Swapping the tweening platforms out has created some interesting scenarios though. Whereas iTween will intelligently rotate an object by -30 degrees instead of 330 degrees, HOTween consistently will only rotate in one direction. I'm sure there's a long debate as to which one is better, but suffice to say there are a lot of situations where my code has made use of iTween's intelligence. One such time is when you pass obstacles in Hyper Gauntlet. The screen shakes, and this is faked by rapidly rotating the camera towards a passed block, which simulates whipping your head back in the slipstream of the obstacles. With the new tweening system, this does not always work properly.

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