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A jam submission

The Tower Prison (working title)View game page

Hardcore first person roguelike
Submitted by SquareDev (@squareanon) — 12 hours, 16 minutes before the deadline
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The Tower Prison (working title)'s itch.io page

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Comments

(1 edit)

sorry for the late feedback.

I want to start with saying that this is not my top genre so certain tropes and accepted features might be my taste.

  • looks very charming! The style is great, the distance i can see is a bit too tight for me and  i wished the lighted areas were a bit lighter/saturated
  • Enemy damage is a bit too high for me, it might be the environmental explosions mainly. sometimes i took hits fine but then suddenly feels like there was an explosion and i died instantly. i had a hard time seeing what/where it came from, a sign perhaps or direction marker
  • i really liked that i had to discover magic and potions, and try them out, that was really fun lol 
  • speaking of potions i really liked the immersive sim aspect of throwing oil around and making it burn
  • speaking of magic, it felt slow to cast
  • Stealth felt really useless, enemies didnt take enough damage for it to be worth to sneak around when they just turn around and attack
  • Not a fan of having to eat, dont see the fun/design choice that brings, would rather have regular healing
  • weapon being disposable is cool but its a bit too quick, also sometimes i end up e.g. having to use magic when im not a magic user. either i need a default weapon that i always have or classes need to be more distinct
Submitted

I was not a huge fan of the gameplay here. Admittedly I'm not very big on roguelike/lite games in the first place, but this one felt off in the movement and attacking department. Maybe that doesn't matter so much for this style of game, but it didn't work for me. Also, I noticed I could not find a button to go back to the main menu from the character select screen. I ended up using alt+f4.

(+1)

for a game with those graphics i was not expecting it to be so hardcore, it felt like a proper crawler where actual skill in combat is involved instead of just the decision making.

i liked both the graphics and sounds.

it was nice to see that mobs can hurt each other, and for some enemies you can easily use that to your advantage.

while it`s nice that enemies have sight and wont aggro you if they don`t see you, i wished they could also hear me if i`m jumping or running or dashing or doing something loud nearby. it`s really strange that they just stand there with their back facing me while i`m fighting some rat.

did not like the speed lines when running

sounds near the player are extremely loud sometimes, i think some work is needed on the falloff curves.

some rats are more difficult to handle then humanoids, because they are fast and dodge

i`m not sure about the inventory being so small is a good idea. i kinda get what you are trying to do, but i`m jut not sure if it works well with the other dungeon crawling mechanics, like needing to identify items and extremely low weapon durability. those things kinda ask for some inventory management.

guess it could be nice to peek through doors before entering a room and maybe even close them if you ever explore more the `stealth` side of things

i played at 540p on iGPU linux, and there were a lot of graphical artifacts that i tried really hard to learn how they get triggered, but could not be able to reproduce. sometimes it happens and it`s a full-screen effect that makes the game unplayable, so only restarting the game fixes it.

this glitch combined with almost never having a weapon to fight was the reason i only got as far as 1 or 2 rooms after escaping the first dungeon

oh, and i have no idea what the gold is used for

Thanks for playing!

Yeah, i will have to investigate a bunch of of the issues you mention (graphical and sounds), they were already at the back of my mind for a while.

As for the graphical glitches, i know people on linux got them, i can't really debug it.. it's probably just a linux thing.

The enemies do hear you from behind, but only if you are sprinting; i guess i can make dashing count as well.

You should give wizard a try if you are having issues, i think it's the easiest starting class.

Submitted

it's a pretty cool game, I really like all the little dungeoneering mechanics like food and having to figure out what all the magic items do. The art style makes me think of it like an alternate Underworld: Ascendant that didn't buy into its own hype and was actually well thought out and fun to play.

I'm the kind to get really attached to a piece of gear so having to constantly switch weapons is not my cup of tea, even if it makes perfect sense mechanically. Some other design feedback:

  • Please don't restrict the mouse in Fullscreen Windowed mode, or in Windowed mode at all. There might have been an option for this, to be fair I didn't actually look properly.
  • Good thing keys show up on your map or I never would've found half of them
  • There's no way to back out of the character select after you die, I had to just kill the program.

I appreciate there being a Linux build but it was chock full of graphical artifacts. I posted a webm in the thread of some awful flickering in model animations, here's also a screenshot of the font spidering out all over the HUD.

  • The options menu also had both tabs showing up at the same time until I clicked on one.
  • I had what looked like a flame model clip into me as soon as I spawned

Thanks for playing! I am trying to work all the UI issues out.

Could you expand on why the mouse restriction is an issue in windowed mode? It should unlock your mouse when you are in a menu; but if it's not locked during gameplay, you would constantly be clicking outside your window as you drag the camera around to look.. at least that is the case on Windows.

As for the graphical issues, i can't really debug why they happen, linux builds are not that reliable.

Submitted

Oh, I mean it's still locked even when in a menu. It might not be like that on Windows but on my machine if I pause I can't move the mouse to the other screen to take notes, I have to explicitly tab away from it. It was like that in both Windowed and Fullscreen Windowed modes.

> i can't really debug why they happen, linux builds are not that reliable.
Yeah tell me about it. Unreal had to dragged kicking and screaming to Linux for cloud services. With Unity I don't think you can even look at the platform code.

Submitted

I recorded gameplay with commentary:

https://mega.nz/file/bctBkayD#yClgI0ux6gqN6LtH-KN2YWWi90rdV1F-qayLErQaKYA

I hope it's going to help you make improvements.

Thank you! Will watch.

Submitted (1 edit)

Couldn't tell any difference between the classes besides starting equipment.

The charge up to attack is annoying, delayed animation doesn't feel good, jerky. It's also not intuitive and forces players to peek in combat.

Hitbox on thrown weapons is way too big, my throw would miss most of the time because it'd clip a wall that it clearly shouldn't have. Make throws more directed at least instead of randomly rotating the weapon.

The fog looks kinda bad imo, dithering doesn't match the rest of the aesthetic. Would like to see more color variation throughout the dungeon between rooms as it all looks the same.

I didn't know if doors were locked, never had any indication a key was used if I picked it up from an enemy.

Walk speed is way too slow, dashing way too quick. Sprinting always took a good half second or more before I'd start sprinting, felt like an input delay issue rather than designed as such. FOV increase on sprinting and dashing is gigantic and made me not want to use them.

Not enough weapons to complete a dungeon and they break far too fast. Punch range is pitifully low too.

Thanks for playing!

Which charge attacks are you referring to, the staff shooting? I'm planning on making that more snappy.

As for melee attacks, i can't agree with you there, as a bunch of games have weighty attacks (monster hunter, dark souls) and it accomplishes the goal of risk and reward in combat well.  Even some melee fps games have that, such as chivalry, and it's arguably one of the best melee combat games.

I agree on the color variation and general look of the environment, it will need to be refined in the future.

The difference between characters is not crazy, but they do have different perks, and you can immediately tell the difference in what some stats do when playing the brute/barbarian character VS wizard for example.

Also working on fixing the inputs you mentioned, i can of course add extra options for the FoV issue to accomodate people who don't like it

Submitted(+1)
  • Graphics and gameplay options overlap when you first open the menu.
  • Why does the FoV max out at 90?
  • Right clicking should go back in menus.
  • Esc doesn't even go back.
  • There's no back button on the character select screen.
  • Some UI elements on the character select screen are too close to the edge of the screen. Text and borders should never touch the edge of the screen.
  • The stat hexagon lists attack speed twice.
  • Why does it pause immediately when starting the game?
  • The "broadsword" isn't actually a broadsword: https://en.wikipedia.org/wiki/Broadsword.
  • Needs a frame rate limit option.
  • Walk speed needs to be a bit faster.
  • The sprint effects are excessive.
  • Clicking should close hints.
  • Tooltips in the inventory should show by just hovering over the items.
  • Viewmodel offset should be done based on camera movement, not the direction you're walking.
  • Why does tapping Shift dodge when you have Space as a dedicated dodge button?
  • Poison does too much damage and too fast. It's basically just a 7-damage attack when other enemies do 1 damage.
  • Weapons need to have higher durability. I'm stuck using my fists 90% of the time.
  • Enemies need footstep sounds and more distinct sound cues when they're about to attack.
  • The stamina bar doesn't add anything to the game the way it works now. It just needlessly slows down the pace and causes the occassional annoyance when you run out.
  • Pressing T to open the map while moving is awkward.
  • Some enemy hitboxes extend further than their models. Collision should always err in favor of the player.
  • Needs a damage indicator to show which direction you're taking damage from.
  • Fists shouldn't be in the inventory.
  • The snakes keep backing up all the way into corners.
  • There's no way to see which level you're on.
  • Disable character movement collision for items and debris.
  • Braziers should go out when knocked over.
  • Got to a level where I needed 3 keys to open the door, but I could only find 2 after searching the entire level and killing every enemy. I found a gray key, but I couldn't use it anywhere.

Thank you for the extensive feedback!

A lot of it is already on my ever-growing TODO list, and some have been already fixed in my working copy, but i'll make sure to fix everything eventually.