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Heroes Of Loot: Gauntlet Of Power News

Demo v0.0.4 is here with Boss fights, special items and secret rooms!

The Gauntlet of Power demo v4 is here, and it's a huge leap into the right direction! Last couple of demo builds were mostly me still poking at the prototype and trying to see which direction it wanted to go.



With this demo release we now have a fairly clear direction and it still contains the Gauntlet of Power as main differentiation from other games in the dungeon-crawling genre. But we now pivoted slightly away from the Vampire Survivor mold and a bit more into the direction of Roguelikes such as Binding of Isaac and of course the original Heroes of Loot games.

And the demo is now available from Steam! So don't forget to Wishlist and Follow it, while you take the demo for a spin:

https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power

The game now comes with the first two boss battles, a shop-room got added, tiny treasure chests and a secret room with more goodies!

The amount of items is still somewhat limited, but a lot more are coming. I'm first building out the whole system to handle the various items and how they are spread across the various ways you can find them. Is it a shop-item? exclusive to a treasure room? A Gauntlet upgrade? or only found in Secret rooms?



I also modified the health system and invulnerability of the player once hit, still fleshing out the system and trying to balance it all out, but that's an on-going challenge and especially this early in a game's development it's hard to get right - as things constantly change anyway!

Full changes list:

  • added: traps are disabled in completed rooms
  • added: Warrior dodge move now rolls
  • added: Item - Magnet ; increases attraction for loot near you
  • added: Boss : King Fire
  • added: Boss : Rocko
  • added: improved the mini-map
  • added: improved item-pickup event
  • added: proper Treasure room door
  • added: Treasure room can now spawn rare-items
  • added: Item: Horn of Boreas - needs charging to activate
  • added: basic controller instructions
  • added: Tiny keys (now needed for treasure room)
  • added: Gauntlet-levelup event/animation
  • added: Shop rooms
  • added: Secret rooms (work in progress)
  • added: Tiny locked chests
  • changed: invulnerability after being hit lasts big longer
  • changed: improved Bomb blast radios
  • changed: Treasure chest always gives some food
  • changed: improved door code for open/closed states on entering a room
  • fixed: main menu now fully working with mouse input
  • fixed: Axe flying against wall vanishes
  • fixed: Bombs only get thrown if enemies are near while dashing
  • fixed: creatures spawning outside of room behind the doors
  • fixed: rendering glitch with shields
  • fixed: Rocko can throw himself against the walls and go out of map

The warrior and the wizard come loaded with weapons!

A fresh new update to the Heroes of Loot: Gauntlet of Power alpha demo is here, and it brings a lot of fun goodies in the shape of new playable characters and a bunch of improvements to the weapon system.

My main focus for this update was on making the weapons more interesting and unique, and also make sure that various characters have a different feel to them. This, for now, mostly comes from those weapons.



Every character has a "base weapon" and that weapon will be more usable by them than the other characters. So the Elf shoots a couple of extra arrow's, and they will fly longer compared to the other characters shooting arrows.

The warrior wields the Axe, and it will be stronger and fly longer when wielded by the warrior. Of course the wizard comes with the most powerful magic - and right now that still keeps him somewhat weaker than the others, but I plan on compensating that magic with other items you'll get to use in the game.

Valkyrie will come with the knives/swords weapons, but I haven't gotten to create that character yet for this update, so stay tuned for that one!

[h2]Bombs go BOOM[/h2]

The bombs in the previous versions weren't really useful, as they would be dropped randomly and do little damage when exploding. I'm trying out a new method for that in this version: bombs will be dropped when you dodge/slide only. So you can somewhat trigger them when you think it's best needed. They will be thrown a little bit behind you, bounce a bit, and then do more damage than before.

I also worked on some of the weapon visuals, and they will now have different visuals when you level them up. The axe becomes bigger, the arrows become stronger, the magic becomes more magical(!?) and I will add more improvements in future updates!

And the usage of some of the weapons changed, arrows will now "target the nearest" enemy, magic will create an extra "push" against all nearby enemies when it hits one of them, and the Axe does some nice twirling, taking down a lot more.

Now go check out the new demo, and come chat about it on the Orangepixel Discord!