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A jam submission

ArchtowerView game page

Archtower is a nonstandard mix of Roguelite and ActionRPG. Explore mysterious Tower!
Submitted by Mr_SMOKE (@mnfl14) — 2 days, 23 hours before the deadline
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Archtower's itch.io page

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Comments

Submitted(+1)

I've been seeing this game on /agdg/ for years, and now I finally got to play it. I think it looks nice, definitely an interesting artstyle. The rogue-lite systems seem functional, but I didn't get too far into the game. I don't like the combat. Having to wait seconds to do my main two attacks is really annoying, I understand it for abilities however. That timing also seems to be framerate dependant, and although my PC is getting on in years (Ryzen 7 2700, GTX 1070), it should be able to play this game without issue, but I was getting less than satisfactory framerates. Not sure what's going on there.

Keep at it, definitely an interesting one.

(+1)

Damn. Wanted to do a quick look and ended up playing through it all in one sitting. Combat is nice and fluid even for it's simplicity. Started as firestarter and burning through things was super fun, and the crystal system was good for giving extra spells for variety. Having the sidequests with areas outside of tower and the base-building later on is a great idea to break up the routine of the main content.

One thing to note is that gathering the pages for the skill unlock quest was a bit tedious, especially since by the time I got it I reached the floor with the lightning mages, so had to go back to farm the fire cultists for them. It would also be nice if applying fire to an enemy who's already on fire from a different source (like for example flame vial then fire wave) would reset their fire countdown - tried to confirm that currently it doesn't and seems like that's the case but not 100% sure.

But yeah solid game so far.

Submitted(+1)

I got to the old man quest chain and killed some bandits before stopping. Visuals look well put together, music and sfx seem good to me. Gameplay is fairly intuitive, but maybe too simplistic. As a melee guy it was a lot of attacking while walking backwards, or hiding behind a corner. If it weren't for the sense of progression I would be a bit bored. Levels are fun to traverse, I imagine less so once I die and have to do over the same areas. Dash with the attack modifier at 15 RP feels like it does nothing, would be nice if there was a shwing sfx for hitting something with it. It would also be nice if dashing could go over spike traps without hurting. The gems that give an ability are cool, added a bit of variety I wouldn't have otherwise.

Looks good to me so far.

Submitted (2 edits) (+1)

Had a lot of fun playing this. Combat feels better than what I expected by the looks of it, and some nice details like the equipment appearing on your character or the first person mode are the cherry on top.

My only and minor complaints is that I'm not a fan of that artstyle for the 2D sprites, although I appreciate how you have managed to have them telegraph their attacks. I also think it'd be cool if the mages had some alert sound like the other enemies, they caught me by surprise more than once.

Aside from that I had a great experience, it's a game I'd definetly recommend.


Edit: forgot to mention, some text is hard to read while playing at 1440p.

Submitted(+1)

There was a lot of fun to be had though i'm not sure about the trees in tutorial facing you. Makes it seem like there were gaps where there were not. You may just want to create a flat tree wall texture to act like a wall instead. Or perhaps you do both

Either way i'd like to play more but even in 3rd person mode with 100% FOV i got motion sickness.