"The Gauntlet" is a minigame contest entree for 2008 that missed the deadline.
Depicting a prison scene with various waves of enemies thrown at our heroes, its an entirely simplistic affair. Problems arise right away, as the game does not play as intended;all enemies on the map begin smashing their gates down at once, without the wave message appearing. However this actually made the game a bit fun, as the player must hurry to wipe out one group at a time before getting overwhelmed. That said the players heroes can make short work of most enemies and its really his monks that do the heavy lifting;converting powerful enemies and softening up the waves without them being able to fight back. Even so, you can hardly overlook the fact that the game is clearly not functioning correctly, and this leads to some frustrating moments when a hero opens up a game by accident leading to you getting overwhelmed. It was somewhat amusing to handle this situation so its not entirely unplayable, and the core gameplay is a decent one to build upon. This could become a good scenario;throw in some nice interior map design with an overgrown dungeon, a tyrannical prison director to rile up the player with taunts and unfair situations, and make the enemies actually tough and maybe less numerous and come in real waves.
The primary challenge of the scenario is not functioning correctly;instead of facing waves of enemies seen in other minigames or DtS maps, all enemy waves attack at once. Despite this, the players monks and overpowered heroes make short work of all attackers. You can even get your hands on a trio of elite tuetonic knights if you play your cards right, units that exceed even your heroes in combat potential. I cannot imagine how easy this scenario would be if the enemies attacked correctly instead of all jumping you at once;its already close to a complete cakewalk. The first few waves of units have less attack power than some of your heroes have in melee armour, so they can butcher them in a one sided manner. The others can be converted in their pens three at a time.
The concept isn't that bad, but the game lacks any complexity whatsoever, and the enemy waves are little more than penned up units to be thrown piecemeal at the player. Its extremely simple, and could easily be made in 10 minutes or less, I would reckon.
Map Design 1
The 25x25 map is one terrain, road1. For buildings you have a circle of gates with some fortified walls forming pens for prisoners, your enemies. This is quite a bleak, starkly white world to play in.
There is a a decent intro story seemingly inspired by Ulio in the history tab, but other than that its close to earning the 1\5 score in other aspects. No ingame story integration is present whatsoever.
Final Thoughts:The base concept is reasonable but this needs a good deal of work to improve.