I think I asked in one of the AMAs about the benefits of the Gauntlet and Helldivers teams working on the secret project together under one roof, and maybe challenges, and they talked about that a bit.
Although I played Gauntlet, I never fully warmed up to it.
I think having such drastically different controls for the four characters for me ended up being more of a hindrance than a neat feature – I’m not sure I ever quite comfortable controlling any of the four characters, the complicated Wizard in particular. The Elf – most like a twin-stick shooter character – felt most comfortable to me, and I got some fun out of the Knight. The Warrior I never got adept with and the Wizard’s complicated control system – even I wrote it out and printed it out – just never was something I got properly skilled at.
imho, it’s just challenging to develop proper “finger muscle memory” for control when each class is so drastically different in how you used controls (whether kb/m or controller).
Also, it was billed as having a sprinkling of procedurally generated levels, it just was so subtle, that those didn’t really feel differently to me on subsequent run-throughs.
The isometric perspective led to a lot of confused gamers assuming the game was some sort of Diablo clone with the Gauntlet game stamped on it. I had some Steam friends hollering at me about why they couldn’t just click to move and click to kill. This was before Steam offered refunds, I think?
Other people just wanted a more polished looking version of the old Gauntlet console games and were lived this Gauntlet reboot was not that. Or they just wanted a carbon copy of the old arcade games. I wonder if maybe a lesson was that working with an established IP _sounds g_ood, but it can bring a heavy bag of gamer expectations that’s hard to meet or match or sometimes overcome.
I realize Arrowhead’s no longer involved with or working on Gauntlet. I’m unsure if this means they can’t say anything about the game at all anymore.
I was just curious if, looking back, the dev team learned any lessons from making the game. I guess like the “postmortem” some developers do when looking back on a finished game.
P.S. I would ask this in the “Ask the Dev” section but this “Other Games” category is so deserted and bereft of posts, I thought I’d try posting it here instead.