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Gauntlet Mode

PostPosted: Thu Sep 13, 2012 11:06 am
by Nurator
What happened to the gauntlet mode of the alpha?

It would be awesome to have a dungeon (or all if you like) to have a stat increase for the monsters each time you defeat it, so you can brag about which level you got into :)

Re: Gauntlet Mode

PostPosted: Thu Sep 13, 2012 12:04 pm
by Nandrew
I suppose "Gaan-Telet" was supposed to be the replacement challenge for that mode. Dunno if we'd bring the old Gauntlet incarnation back right now, but it can always be a thing at some later stage.

Re: Gauntlet Mode

PostPosted: Thu Sep 13, 2012 5:13 pm
by Darvin
I'm not really sure if that's necessary in the full game. With the alpha, we had some runaway character builds that basically just weren't being stopped and could reach obscene gauntlet levels. In the beta, the vicious levels will strain and test even the most powerful of character builds. I'm not sure if there's even much point to something that can scale much further than that.

Re: Gauntlet Mode

PostPosted: Thu Sep 13, 2012 6:35 pm
by gjaustin
I still like my idea of having a mode where all the dungeons are connected together. You complete one, only to be dumped in the next with your level and inventory.

Re: Gauntlet Mode

PostPosted: Thu Sep 13, 2012 6:47 pm
by harfatum
I like the ideas in this thread... some sort of endless mode could be cool, if only as a bonus.

Maybe instead of having the normal enemy and boss selection, endless mode on a dungeon would start out with 10 level 1s and when you killed/petrified one, a new enemy of one level higher would spawn and immediately shroud surrounding tiles. The first level 10 to spawn would be the boss, who would drop some gold, and then beyond that it'd just be seeing how many level 10 kills you could get before being forced to retreat/dying.

Re: Gauntlet Mode

PostPosted: Thu Sep 13, 2012 6:49 pm
by Darvin
Problem with "one level into another" is that anything that gives accumulating bonuses - such as Trisword or Alchemist's Scroll - would really start to break down in any scenario with such a long haul.

Most of the stuff in Desktop Dungeons has been balanced against the fact that it's a short-game. As a result, long-term and permanent bonuses tend to be much more powerful than in a typical RPG setting (because "long-term" isn't really all that long) while short-term stuff that provides instant bonuses tends to be that much weaker. The current Gaan-Telet already strains the limit of this system and we can see that in how it strongly favours Dracul, a deity that allows you to extract extra resources from fallen enemies.

Re: Gauntlet Mode

PostPosted: Thu Sep 13, 2012 6:52 pm
by harfatum
Yeah, I think for a "world tour", character level would have to be reset or at least decay, along with bonuses like that of the Trisword/Alch Scroll.

Re: Gauntlet Mode

PostPosted: Thu Sep 13, 2012 8:04 pm
by q 3
An endless Tower would be fun. Make it a true roguelike "iron man" mode, with no stairs going up. :twisted:

Re: Gauntlet Mode

PostPosted: Thu Sep 13, 2012 9:02 pm
by The Avatar
Yeah! An endless mode would be great. You get as much as you can out of floor one and then see how far you get.

Re: Gauntlet Mode

PostPosted: Fri Sep 14, 2012 12:16 am
by Sidestepper
I would enjoy a world tour version. Forget about trying to balance it, it's a just a guilty pleasure for people who have already beaten the game. One idea would be to only let the touring character visit dungeons that have been 100% completed. That would be kind of fun.