Warlock's Gauntlet is a dynamic, top-down shooter (well, spell-caster) game, placing you - the player - in the role of a battlemage. The hero travels through maps filled with monsters, gaining experience and learning new spells. The game is similar to titles like Gauntlet or Diablo. The game features 25 random-generated levels which should amount to about three hours of gameplay; the player character can find over 60 distinct spells. There is no networked multiplayer, but the game includes a hot-seat two-player mode. The game available entirely for free - the code is open source and the assets are licensed CC.
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Fun Game! Too short. | Locked | |
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Mar 13 2012 Anchor | ||
Just a quickie, I loved the game, but here are a few things: 1. At some point in the last few days, an update has broken the player and npc models. They now appear as colorful blobs. Aight ... keep up the good work guys, this is a truly unique game in the Linux gaming world, and it was quite a lot of fun. |
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Mar 19 2012 Anchor | ||
Originally I played the demo and had a lot of fun! |
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Mar 21 2012 Anchor | ||
Hiya! Someone wrote: At some point in the last few days, an update has broken the player and npc models. They now appear as colorful blobs. We were unable to find the source of the problem, but we think we might have blind-fixed it. If you're in the mood of doing additional testing then please download the latest WG snapshot using the Musztardasarepska.pl link (unpack&run the game manually).
But what more levels you would like? More levels with different themes (not only limited to forest/desert/arctic, but to some other locations?)? Or more unique levels, with interesting object placement (stonehenges, chasms, etc)? Or just more levels to lengthen the gameplay? Or something different? What is your opinion?
Yeah, this is something that bothers us (the authors) too - usually if you happen to die close to the enter portal you end stuck up with monsters bashing you right after the re-enter. In recently released version 1.3 we had added invisible 3 seconds invulnerability to the players entering a level - still it doesn't solve the problem entirely. Thing is that it is would be hard to move monsters back away when storing the board state.
These are good ideas. We plan to redesign the inventory system (to allow carrying potions, powerups, etc) at some point, however currently we're busy implementing other things - we would like to focus on generating the world more randomly (to allow more levels) and on introducing melee weapons. Later we would probably get back to the idea of improved inventory.
Hm... Care to explain this a little bit more? Where do you go from the start, and which monsters are superior to your hero? Maybe we didn't balance the beginning of the game properly. On the other hand we didn't want to make this game too easy - especially on the ending levels. We had in the past feedback from players claiming this game is too easy(!). As usual - the thing is to find the middle ground... So, what do you think - what can we improve in next version? What to focus on (regarding to the easiness/hardness of the game)? |
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Mar 21 2012 Anchor | ||
In my experience, games that start easy will allow me to learn the control, interface and systems of the game. I also get more time to enjoy the visuals. Great job by the way, I can see the hard work and many hours put in to Warlocks Gauntlet. |
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Mar 22 2012 Anchor | ||
Yeah, you're right - this game, in it's current state, heavily lacks some kind of tutorial. Unfortunately we had not enough manpower to develop a one. On the other hand we could have tried to make the portals from the town sealed until player come from the other side (leaving portals only to the easiest parts of the world, which are the bottom portals) - that would make sense, wouldn't it? Oh, and it's not a bad idea to add a hint about difficulty of a portal - actually we could place some 'wood signs' close to the portals which touched would display on the screen messages like "Beware! This portal leads to Blablabla Desert, which is full of critters and monsters. No adventurer had come back!". Hm... Maybe in next version? cheers! |
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Mar 22 2012 Anchor | ||
Sounds like a good idea. |
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