Game
Xenogunner
5 years ago

In January, this year, the Custom Gauntlet didn't exist. It wouldn't be done until about 4 weeks before launch, at which point all development focus had to shift over to fixing bugs.

Why so late to add it? Read on to find out


In January, this year, the Custom Gauntlet didn't exist. It wouldn't be done until about 4 weeks before launch, at which point all development focus had to shift over to fixing bugs.

Why so late to add it?

Well, it wasn't really in the development plans for the game at first. But to justify a $15 price tag, I knew I had to add a little bit more content to the game. But it took a while before it hit me what I should do:

image_5.png

Make a mode which combines boss rush modes where you fight bosses all in a row without healing between them with the ability to customize the difficulty of each individual boss fight, including the ability to outright remove bosses, then make new bosses using old sprites specifically for that mode.

And thus, the Custom Gauntlet was born. I set to work on the menu mechanics first, since I had a feeling that would be one of the harder parts. As soon as that was done, I started borrowing code from existing bosses for attacks, then using CF2.5+'s new sub-events feature to add in new stuff at higher difficulty settings more easily.

Then the fun part began and I started making almost entirely new fights that didn't re-use much existing code at all. CF2.5+'s sub-events feature sped things up a ton over vanilla CF2.5, I was actually rather impressed by how fast I was able to finish up the Custom Gauntlet's 12 bosses.

And so the new feature was done and I could move on to fixing up bugs and whatnot. A few balance tweaks were made to the Custom Gauntlet here and there, and here we are now with what's in the final version of the game.

I think that's all for this article, I hope you're enjoying the game!



1 comment

Loading...

Next up

I am going to start posting PixelCRAM entry videos over the next several days starting with "Bark Side of the Moon"! Check it out here: https://www.patreon.com/posts/pixelcram-2025-140208791

#MadeWithFusion #Gamejam #indiedev #PixelCRAM

Jet Gunner: Refueled is now available on Steam, and is part of Steam's Next Fest. Check out the demo!

Our next PixelCRAM video is from #MadeWithFusion dev DustedLikeYou! Check it out below!

Foxioo has updated his shader pack! More information here: https://www.patreon.com/posts/foxioo-shader-140022324

Our latest Reactor example is a Boulderdash styled game in under 50 events! #MadeWithFusion #indiedev

https://www.patreon.com/posts/139281950

In today's Fusion3 blog we discuss Auto Compiling and the new Shader Editor! #MadeWithFusion #Fusion3 #Indiedev

https://www.patreon.com/posts/fusion3-blog-137895395

So, what inspired Xenogunner, anyways?

"Dungeon of Keys" is our latest open source example on The Reactor! Think Frogger like! #MadeWithFusion #Indiedev #80s #arcade #Clickteam #CF25

https://www.patreon.com/posts/137975611

Here is a interview from a Reactor Stream with Sinclair Strange where the talk among other things his latest release "Jet Gunner: Refueled"! #MadeWithFusion #pixelart #indiegame #RETROGAMING #Indiedev

#madewithfusion developer Jesse Makkonen 10 yrs ago today released Distraint, a psychological horror adventure. With over 7,287 reviews it has proven to be a excellent example of a #horror game made with CT's tools much like the venerated #FNaF series.