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Game Concept - Gauntlet Legacy Reborn

Game Concept DevLog: Gauntlet Legacy Reborn 

Overview

Gauntlet Legacy Reborn

Concept Statement Gauntlet Legacy Reborn is a fast-paced, retro-inspired dungeon crawler where players navigate through intricate mazes filled with enemies and treasure. Drawing inspiration from the classic Gauntlet series, the game challenges players to survive waves of enemies, unlock new abilities, and face off against stronger foes. With a focus on quick combat and exploration, Gauntlet Legacy Reborn blends nostalgic elements with modern mechanics to offer a fresh experience for both fans of the original and new players. The game emphasises strategic movement and resource management in its single-player mode, enhancing the core dungeon-crawling experience.

Concept Creation Process

Gauntlet Legacy Reborn was conceptualised as a tribute to the original Gauntlet series, inspired by my personal experience with the game when it first came out. The nostalgia of those early dungeon-crawling sessions drove me to recreate a modern version that retains the core elements while adding new features. Additionally, tutorial content I worked through in the same genre further inspired me to refine and update the gameplay mechanics.

The game’s design follows a subtractive design process, focusing on what made the original Gauntlet successful: simple, fast-paced combat, maze-like levels, and strategic resource management. By stripping down unnecessary complexity, Gauntlet Legacy Reborn keeps the experience accessible while enhancing it with features such as improved AI and more intricate level design. Dynamic lighting is a feature being considered for later development, depending on its impact on the game’s final structure.

The initial concept emerged from revisiting what kept players engaged in the original: intuitive combat mechanics, resource management, and the thrill of surviving waves of enemies. The top-down perspective, familiar to fans of the dungeon crawler genre, is retained but with modernised elements to appeal to today’s audience. Players will have a choice between two characters, the "Elf" and the "Valkyrie," each offering unique gameplay experiences. The game will initially feature two levels: the first will be relatively basic to introduce the mechanics. In contrast, the second will offer a slightly more intricate design, requiring players to navigate more complex paths and manage increasingly difficult enemies.

Other influential games include Gauntlet, Diablo, and The Binding of Isaac. These games offer procedural elements that provide variability in gameplay. This inspired me to consider integrating procedurally generated elements to ensure that no two dungeon runs are identical.

Visually, the game draws on retro pixel art styles but employs modern techniques for smoother animations and more detailed environments. This classic and contemporary design blend enhances the nostalgic appeal while delivering a polished visual experience.

Audience and Competitive Analysis

Target Audience The primary audience for Gauntlet Legacy Reborn consists of players who appreciate retro-style dungeon crawlers and are fond of the simplicity and charm of classic games like Gauntlet. Given that the original Gauntlet was released in 1985, this audience likely includes gamers in their mid-40s to 60s who played the game in arcades or on early home systems and enjoy the nostalgic value of those experiences. Additionally, younger players drawn to retro-inspired indie games with accessible mechanics will find appeal in Gauntlet Legacy Reborn’s straightforward gameplay and fast-paced action. The game’s pixel art style, strategic resource management, and exploration will attract players who appreciate simple yet challenging gameplay.

This audience will likely consist of casual to mid-core gamers who seek a balance between engaging mechanics and a manageable difficulty curve. The inclusion of two different characters, the "Elf" and the "Valkyrie," each offering distinct abilities, further appeals by allowing for varied playstyles.

Competitive Analysis The original Gauntlet series was well-known for its cooperative multiplayer gameplay, allowing up to four players to battle through dungeons together. However, Gauntlet Legacy Reborn is initially designed as a single-player experience, with potential plans to introduce co-op or multiplayer modes at a later stage of development. This sets it apart from some of the modern competitors, like Hammerwatch and Children of Morta, which emphasise cooperative multiplayer from the outset.

Compared to games like The Binding of Isaac, which also uses a top-down perspective and procedural elements, Gauntlet Legacy Reborn offers a more structured approach. Its fixed-level design gradually increases complexity, appealing to players looking for a traditional dungeon crawler with a nostalgic feel but with modern improvements in visuals and mechanics.

Additionally, the game’s straightforward combat and resource management, along with its accessible learning curve, make it more approachable than some of its competitors, which may feature more complex systems. Gauntlet Legacy Reborn provides a focused and streamlined experience, allowing players to enjoy the simplicity and satisfaction of dungeon crawling without overwhelming complexity. This positions the game as an appealing option for players seeking a balance of challenge and accessibility, with the possibility of cooperative gameplay being introduced later.

Game Treatment and Concept Art

Game Treatment Gauntlet Legacy Reborn is a dungeon crawler that offers a single-player experience inspired by the classic Gauntlet series. Players will choose between two characters, the Elf or the Valkyrie, each with ranged combat abilities. The Elf uses a bow to attack enemies from a distance, while the Valkyrie throws her sword as a ranged attack, just like in the original Gauntlet. Both characters will explore maze-like dungeons filled with enemies and treasure, with each level becoming progressively more challenging.

The game features two initial levels. The first is relatively simple, designed to introduce the player to the core mechanics of movement, combat, and resource management. Players will navigate through basic corridors and rooms, battling waves of ghost-like enemies. As players eliminate these ghosts, those that remain will gradually become more difficult to defeat, changing behaviours to reflect their increased strength. A visual cue will symbolise the heightened challenge the remaining ghosts pose, forcing players to adapt their strategy as the game progresses. Players must decide whether to focus on quickly eliminating weaker ghosts or conserving resources and preparing for the more formidable enemies.

A key challenge in Gauntlet Legacy Reborn is the draining health mechanic, where player health depletes gradually over time, similar to the original Gauntlet. This mechanic serves as an indirect time limit, forcing players to move quickly through the dungeon. Players must find health-restoring items to survive and continue progressing while managing damage from enemies. This mechanic adds a constant layer of urgency to gameplay. Players must balance the need to explore for items and treasures with the ever-present risk of their health depleting too quickly, creating tension and strategic decision-making throughout the game.

Food items will play a critical role in restoring health, and these will be scattered throughout the levels. While some will be readily accessible, others will be locked away behind doors alongside treasure, requiring players to use keys to access these valuable resources. Players must make strategic decisions about when and where to use their keys, balancing the need for immediate health restoration with the potential rewards of unlocking treasure rooms or progressing through the dungeon.

Each section of the dungeon contains designated spawning points where defeated ghosts can regenerate and reappear. Spawn points allow for the spawning of new enemies, meaning that for each ghost/enemy that is defeated, a new ghost/enemy will spawn at intervals in its place until the player deactivates the spawn point. This mechanic adds additional challenges by preventing players from becoming complacent after clearing an area.

The second level introduces more intricate design elements, including branching paths, tighter corridors, and more frequent enemy spawns. This level builds on the skills players developed in the first level, introducing more complex challenges that require a combination of quick reflexes and careful resource management. As the game progresses, players will need to strategise carefully, managing their health, resources, and timing to avoid being overwhelmed by waves of increasingly difficult enemies and the constant health drain. The branching paths also introduce an element of exploration, as players must choose whether to take the more dangerous but direct route or explore safer areas in search of valuable items.

While the game will initially launch with basic camera controls, more advanced features—such as lookahead and zoom adjustments— will be added during future development. These improvements would enhance player navigation and increase the immersion of the dungeon environment. Additionally, dynamic lighting will be introduced later, adding atmospheric depth with features like flickering torches and shifting shadows to enhance the mood and challenge.

 

Concept Art

The game’s concept art is focused on establishing the overall look and feel of the dungeons, characters, and enemies. The art style is inspired by retro games, with a focus on pixelated characters and environments that evoke a sense of nostalgia. Here’s a brief description of the key elements of the concept art:

  • Dungeon Layout - Animation & Physics Sandbox: The first level is designed to be straightforward, with basic rooms and corridors that introduce players to the game’s mechanics. The second level, by contrast, is more intricate, with multiple paths and enemy regeneration points that challenge the player’s navigation and decision-making skills.


  • Character Design for UI: The two playable characters—the Elf and the Valkyrie—are visually distinct and reflect their ranged abilities. The Elf is slim and agile, equipped with a bow for rapid ranged attacks, while the Valkyrie throws her sword as a ranged weapon. The Valkyrie’s design emphasises her warrior nature, with armour that conveys strength, but her gameplay focuses on strategic, powerful ranged attacks rather than close combat. Both characters are designed with clear silhouettes to ensure they are easily recognisable in the game's fast-paced action.


  • Enemies: The primary enemies at this stage are ghost-like creatures, chosen to reflect the original Gauntlet enemies as I remember them. These ghost enemies will float toward the player, requiring quick reflexes and strategic movement to avoid or defeat. As ghosts are eliminated, those that remain will increase in strength, changing certain behaviours, primarily visual clues to signal their increased difficulty. These clues will help players quickly assess the threat level of remaining enemies, adding to the tension as players progress. Future developments may introduce additional enemy types, offering further variety and challenge as players delve deeper into the dungeons.

 

 

Gauntlet-like Tiles

https://opengameart.org/content/gauntlet-like-tiles

 Character and item sprites created from this sample sheet:

https://opengameart.org/forumtopic/request-for-tileset-spritesheet-similar-to-gauntlet-ii

Elf and Valkyrie images for the main menu UI were created with assistance from DALL·E.

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Very good fleshed out concept and very nicely written. Just shy of a HD as more concept art needed and a concept statement more in the style presented in the lectures.

A great start has already been made on implementing the game, and my only advice would be to prioritise features in terms of how much they bring to the gameplay experience vs their difficulty to implement.