HERO IMAGE OR GAMEPLAY VIDEO

GAUNTLET

GAUNTLET is a boss-focused RPG where every fight is hand-crafted around a unique gameplay mechanic, ranging from rhythm games to gambling. Inspired by my friends, each boss has their own story, personality, and fighting style.

Turn-Based RPG Unity In Development

This page is updated constantly and the content on it may change a lot

GAUNTLET is currently in early development.

Genre
Turn-Based RPG
Engine
Unity
Status
In Development
Development Period
AUG/2026 — Present

01 — OVERVIEW

Game Description

GAUNTLET is a game about boss fights and everything that surrounds them. Each and every one of the 11 previewed boss fights is hand-crafted, with completely different gameplay mechanics that turn each fight into a unique experience. The fights range from a rhythm game to a full-on gambling casino, with each one trying to push the player in a different way.

The bosses in GAUNTLET are all inspired by my friends, each with their own stories, personalities, and fighting styles. That is why I decided to make every fight special and tailored to the boss it belongs to. But even though they are all so different, they all have one goal in mind: to stop the player right in their tracks!... Or do they?

GAUNTLET also takes a lot of inspiration from UNDERTALE, and because of that, it allows the player to choose how they want to approach the game. Are they going to show no mercy towards their enemies? Or are they going to spare these charismatic characters and try to achieve their goal by other means? Because of this, GAUNTLET is planned to have three main endings: a good, neutral, and bad ending.

GAUNTLET will also feature all of my original pixel art and music, which are being hand-crafted to match the atmosphere and identity I want the game to have.

As the game is still in early development, this page will showcase the beginning of my thought process, art journey, and the ideas that are shaping GAUNTLET into the game I want it to become.

If you’re even more interested in the development process, you can also check out my Instagram page through the link in the footer or the contact page! I post weekly dev talks sharing the game’s progress, new ideas, and whatever I’ve been working on.

02 — SHOWCASE

Gameplay Showcase

03 — MEDIA

Media Gallery

04 — DEVELOPMENT

Development Process

01

Concept and Initial Planning

GAUNTLET is still in its early stages of development, so I started by brainstorming the initial story and defining the main theme for each boss. From there, I began sketching character designs before moving on to the pixel art and the first gameplay prototypes.

02

Art Process

Since this is my first game where I am designing not only the UI, but also the characters and environments, creating the pixel art for GAUNTLET has been a real challenge. At the same time, it has been one of the most rewarding parts of the project and has helped me improve my art skills considerably.

05 — TECHNOLOGY

Technologies

Unity
C#
Git/Github
Aseprite

06 — DEV COMMENTS

Dev Comments

GAUNTLET has been a completely different experience from anything else I have worked on before. Since this is my first project where I am responsible for basically every part of the game, from programming and game design to the art and music, there is a lot more room for me to experiment and make decisions based on what I actually want the game to become. At the same time, that also means there is a lot more to learn, and I often find myself figuring things out as I go.

One of the biggest challenges so far has been making every boss feel genuinely different from the others. I do not want the fights to simply have different attacks or patterns; I want each one to have its own identity and gameplay idea. This has led me to experiment with some pretty unusual concepts, and while not every idea works perfectly on the first try, that experimentation is probably one of my favorite parts of making GAUNTLET.

The art has also been a huge learning experience for me. GAUNTLET is the first game where I am creating the characters, environments, UI, and other visual elements myself, so there is a lot of trial and error involved. I am still figuring out my own pixel art style and learning how to make everything feel consistent, but seeing the game slowly start to look like something that feels like my own has been incredibly rewarding.