Played for a few hours. Impressions:
Each of the classes is really neat in terms of individuality. They all have very distinct combat and control designs and it makes playing through as each one a fresh experience. Wizard especially with a sort of magicka style elemental combo to choose your skills. Control in general is tight and well balanced. Valkyrie can't just spear dive spam through everything, Wizard big AoE spells have a healthy but reasonable cooldown. Each class also has a good mix of AoE and direct damage attacks so no class is entirely useless in any given situation. They've put a lot of thought into combat design and it shows greatly. Health is refilled by food which can of course be accidentally shot in the heat of battle in quintessential Gauntlet fashion. There are also generic potions which serve as ammo for your relics, but more on those later. Also introduced in lieu of the decreasing health/coin popping mechanic of the arcade releases are skull coins. These are basically your lives system affording you 5-ish second delayed respawns at the point of death (though with a moderate hit to your gold count which can actually be taken by other opportunistic players). You earn more skull coins by killing more mobs, though you have to kill a pretty substantial amount to even earn one. More so, the game generally gives you enough skills at your disposal with each class to avoid death if you've mastered the mechanics well enough, so I'd consider the game more than fair at normal difficulty (more on others later as well). All in all from a moment to moment basis the game plays pretty well. Killing monsters is satisfying and there's a surprising amount of depth to each character skillset. That being said, it would be awesome if they could add some more classes via DLC (and the Gauntlet series certainly has a wealth of templates to choose from).
Enemy design is also pretty standard, lots of 1 hit cannon fodder sprinkled with some higher level mobs here and there. though some mobs do interesting stuff like turn lower mobs into walking bombs or launching homing projectiles. I'll reserve judgment here as I really haven't played enough of the game yet. There's also a scoring subsystem that rewards long chains of kills with multipliers, and you can compare scores and clear times on leaderboards with friends or worldwide (unfortunately it looks like people have already hacked the shit out of the scoring system. Thanks internet). This doesn't seem to have any real effect on the gameplay (though maybe better combos yields quicker skull coins? I haven't experimented enough to figure it out). At the end of each level in multiplayer there's a score tally that divvies out points based on each player's kills, gold count, and whether or not they have a crown which seems to randomly spawn on an enemy mob and is dropped whenever the player gets hurt, allowing it to be scooped up by anyone else. It all seems to amount to little more than bragging rights, really, but I guess it's nice for those who are into that kinda thing, and it gives a nice competitive edge to an otherwise straightforward coop experience.
Level design is bog standard dungeon crawler type stuff though with classic Gauntlet flair, keys, food and potion caches, mob spawners, spike floors, exploding barrels and various other environmental hazards, etc. Though whereas the original gauntlet games were a bit more free form this one tends to confine you into a linear sequence of area triggered mob arenas, and having played through a bit of both worlds 1 and 2 there's a curious lack of hidden exits
Key gates are scattered around and tend to award those who are willing to explore or be more frugal in their key usage. There are also various sorts of hidden rooms revealed by other means, so environmental interaction is also a factor. The game overall seems to be divided into 4 worlds, each with 4 acts and each act comprised of several levels, usually culminating in some type of miniboss battle or larger arena. There are also a few surprises thrown in that I won't spoil here, including an interesting twist with the famous "Death" reaper. This game BEGS for a diablo style randomly generated scenario mode, though. The environments are a bit drab. One could see how it's meant to be an homage to the simplicity of the 1985 original, but while I'm not particularly thrilled with it, it's serviceable. The level design too is pretty straightforward so far. Occasionally there are some Uncharted-level puzzle solving bits but hardly anything noteworthy. Would've liked to have seen a bit more creativity in this department as well, but it seems to specifically be going for a distinctly simplistic retro level design, so I'll give it a pass for being consistent at least.
This being a game made in the 21st century, they've added a character progression system. Gold, and the loot that can be bought with it, is now the end game and is carried over on your character/account whether you're flying solo or playing with others. Actually getting gold is an exercise in Darwinism as whatever is there can be grabbed by anyone and there's a limited amount to go around. It's a sort of chaos that reminds me of the Four Swords Adventures rupee scuffles or, again, the earlier diablo games. It's a bit frustrating in multiplayer when you and your teammates are busy taking out the giant spider miniboss while one lone asshole decides to run around the periphery to swipe all the gold and waste the keys opening extraneous doors, or the one guy that's constantly hugging the edge of the screen to get to the loot first, but thankfully the level design seems nuanced enough that it's not a huge deal, and it's not like any particular piece of gold is worth that much more than the other.. The gold can then be spent on what appear to be entirely cosmetic armor items or the main combat progression area, relics.
Each relic conveys a new special ability ability activated by use of a potion of which you can have at max 5. They're anything from just a straight 10 second buff to movement and attack speed to something as complex as the creation of multiple autonomous attacking mirror images of the player character. Each relic also has 3 levels which each cost progressively more gold to unlock and augment the existing ability in various ways such as duration, number of summoned entities, etc. And while you can buy and upgrade as many relics as you want, you're limited to only two active slots at any one time, and they can only be changed out in the game's main hub. I like this as it keeps things simple and maintains momentum as you don't have to wait for people fiddling with gear in the middle of a level when you just wanna smash some faces. The relics themselves though are a mixed bag. Some are genuinely interesting like the aforementioned mirror image, though a good 70 percent of them are simple stat buffs and even more are niche/bland enough to be glossed over entirely. This is the one area of the game that I feel came in a bit undercooked, as I think they could have done a better job of making more really build changing abilities here, but that's something they could feasibly change either in future patches or DLC. Overall though, it's a nice incentive to keep playing past the initial playthrough. You also really won't last long in the harder difficulties without them.
Finally there's also a sort of achievements subsystem for each individual class. These can be earned by doing anything from slaying 2000 of a specific mob to breaking x number of relics to dying multiple times in a level to shooting the food x number of times. What's weird is that even with these negative outcome achievements, they all award you with some positive permanent gameplay buff like bonus damage to mummies or a 6% chance of gold from random destroyed props or a 20% recovery from shot food sources or a 3 second grace period after respawn. It feels a little bit like Diablo 3's paragon system though without the user choice, Each "achievement" has additional tiers which require progressively more time/objects to earn and each of the perks individually are relatively minor, geared toward the long long term in order for them to have any real aggregate effect. It seems a bit superfluous but again it's nice for those who are into that kind of thing and I'm sure it becomes a bit more crucial when you're trying to finish the game on the highest difficulties.
Overall I'm moderately pleased with what I've played thus far. There are a few bugs that still need to be ironed out such as that resolution select, but these are fixable. I'm pretty it'll be a blast to play with a few buddies (which reminds me that this can be played in multiplayer either locally, online with Steamworks integration, or a combination of both, which is pretty neat). I'd like to see some additional modes though, like the aforementioned random level generator or some kind of wave-based endless survival mode or even a proper "race to the finish/high score" type deal. So far it's a good not great game but I'd say worth the $20 I spent.