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A jam submission

Tyrant's TowerView game page

Battle your way to the top of the tyrant's tower in this dark pixel art dungeon crawler
Submitted by IAO Games (@iao_dev) — 14 days, 5 hours before the deadline
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Tyrant's Tower's itch.io page

Bootcamp Track

Treasure Hunter

Devs practicing gamedev while considering marketability

Reference Game
http://no reference game used

Bootcamp Discord username
iao_dev

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Comments

(+1)

wow, this is a very nicely done game! 

only things that i found in the gameplay that were not done right is the traps. they all said something like  "secondary text here" and the 2  buttons said the same thing on each. outside of the gameplay, before you start a new run, the main menus overlap one another. if you open a menu it should close any other one that is already open. outside of these relatively simple fixes, the game is great in my eyes. keep it up and make us some more wonderful stuff!

would like to mention that there were a few floors where a big block prevented me from getting into some rooms. not sure if that is a bug or an intentional game design.

beat it on the 1st try. (alternating between life sap and magic sap) so found a little loophole to stay full on everything without needing any potions

additional suggestion: LMB should be changed to Left Mouse Button. People that design games will know what this is but a generic player may not know it. 

great work overall, you get a 93% from me!

Developer (1 edit)

Hi, thanks for playing, your feedback and for soldiering on through to the end despite the bugs! Seems like the new build I uploaded wasn't quite watertight, so I've reverted to the previous stable version for now and will patch it asap, thanks for letting me know. 

The blocks you encountered can be blown up with bombs, so if you are standing next to one select the bomb from your inventory and it will blow it to bits and clear your path, I probably need to make this a little clearer though.

Glad you enjoyed overall though, I will keep going with this though the bootcamp, best of luck with your gamedev also!

(+1)

forgot something. please correct the spelling "Learnt" should be "Learned" for the spells

Developer

Ah, I didn't realize 'Learnt' is only used in UK English (I'm a Brit), but I've changed it to 'Learned' as it's just easier for everyone, well spotted! 

(+1)

I posted on the main page but thought I'd also do it here and say that is bloody incredible for three weeks or whatever. Great style and love the concept and execution. Amazing work, very inspirational ;) 

Developer

Thanks, I really appreciate it, I'll keep going and see where it goes! Best of luck with your gamedev too :)

Submitted(+1)

Really love the game. Interesting one.

Developer

Nice :) thanks for your support! 

Submitted(+1)

Cool concept, felt original and interesting! Here are my points:

- Font is much more readable than in previous versions;

- Progression felt relatively random, didn't really have any idea how far I went, nor how I could improve my chances at surviving;

- Outside of combat the game sorta plays itself, you go through as may doors as you can hoping to get the most out of everything beneficial. I haven't encountered any real choice in where to go or what to do with something I found. Was mostly get gold, give it to the priest, pick up flask, rinse, repeat;

- The only decision seems to be do I keep going up, or do I take time to explore, but even then seems like going up without preparation would be a bad choice, as difficulty seems to ramp up fairly fast;

- Enemies showed a bunch of stats that weren't any help in trying to understand how I could use them efficiently to defeat this type of enemy, the name of the enemy sometimes helped though;

- Without any clue about what the enemy might do next, defend seems like a waste of a choice, leaving me mostly switching between attacks and magic until I found what was the most efficient;

- Didn't see much difference in damage when using a free attack versus one costing mana, didn't really see much difference from weakening enemies either;

- I tend to find random encounters to be pretty dull in general, since you can't prepare for the upcoming fight and they always feel like an interruption. Experience might be more strategic if you could be hinted with enemies position or movement;

- This would also open a risk versus reward decision to let players initiate combat sometimes;

- Experience feels repetitive relatively quick, outside of the new enemy, you cycle through the same things over and over;

- You might want to leave the stats and inventory visible at all times, doesn't feel all that useful to do an extra click to get the required information to disarm a trap for example;

- Bug, you can walk down out of the screen when facing the first stair;

- Bug, clicking on the stats or inventory in front of a door seems to open that door?;

- Bug, might have misread, but I think you have a typo in "disgard".

Developer(+1)

Thanks for playing and and for your in-depth feedback - I've been able to deal with a bunch of bugs and a few balancing issues thanks to your efforts which should make the next update play a bit better. You also make some good point on things I might want to address if expanding the game further which I will keep in mind. It's true that the turn-based RNG dungeon crawl formula can sometimes have issues in being repetitive, but then the challenge is to improve on these things  - I'm adding visual cues for enemy positioning and room types in the next update which will help with the risk /reward choices, but might go further and have enemies move around. Best of luck with your gamedev also! 

Submitted(+1)

Loved the game. Everything fits together nicely, great art, music, sounds, etc. 

Only downside is I think the game is a little grindy, you're opening all the doors, stepping on the same traps, same encounters. It could probably have been trimmed down by quite a bit. The magic and attacks also felt redundant, couldn't really tell when one kind of attack was better than another.

I got all the way to the tyrant. Would have appreciated some warning, like a glowy room or boss music. I think there was enough resources to win that one; I didn't feel like the game lacked the resources to win, but the route up the tower was so long, I didn't really want to have another go at it.

Developer

Hi, many thanks for playing and leaving feedback, glad to hear you enjoyed the art, audio and general concept, I appreciate you sticking with it all the way to the boss.

You make a good point about grinding. I'm currently re-writing the RNG to avoid traps and enemies being grouped together too much as that is a major concern with this build. Some magics do double damage against certain enemies but I think you're right I need to make it more obvious with visual feedback when that happens.  On the boss lead-up, I had a plan to add different tile art when nearer the top of the tower, plus boss music, good to have confirmation that it's worth doing for future updates.

Best of luck in your gamedev :)

- Iain 

Submitted(+1)

Loved the game concept before as I mentioned in Discord, but now that I've played it I enjoyed it more than I expected! :) I agree with some of the other comments, for example the speed of the animations and movements could be faster, or I would also make it so you enter doors with "W" as well, like the stairs. Also items in combat would be nice, but I already read that you ran out of time for that one. ;)

I would definitely love to work on this sort of game sometime. I can imagine a UI-based game like this to be right up my alley with my skills, and the aesthetics are just a really nice bonus. Can't wait to see what you make out of this in the future.

Developer(+1)

Hi, many thanks for playing and for your feedback and your support from earlier, I remember being on discord thinking 'I actually have to make this thing now'!

Really chuffed to hear you've enjoyed what I've put together so far. I'm working on the movement as a priority as many folks have mentioned it and then on to focus on the battles, so I might have an update you'd enjoy soon.  I often get drawn to the idea of UI based games too as they seem somehow 'manageable', but that could well be an illusion as we all know how easily over-scoping can creep in, they are fun though. 

Best of luck in your gamedev projects too :)

-Iain

Submitted(+1)

Hello Friend. Congratulations for your Game. I like very much the Graphics,the Sound,the Fighting system. It is very promising game and I loved it. I enjoy playing it. The only negative was that it was too slow the movement and in the fighting, But I believe this is easy to fix it. I wish you good luck to your Excellent game. The best I played so far!! 

Developer(+1)

Greetings! Many thanks for playing my game and also for your feedback and kind words, it's a great encouragement for me to carry on and build a full game out of this starting point. I am currently working on the movement to make it faster and smoother and of course will improve the battles too, so hopefully I will be sharing these things soon in the next few updates. I wish you the best of luck in your gamedev projects too :)
- Iain 

Submitted(+1)

First of all, congratulations on finishing a game, and you did a great job on what you have accomplished! I really like the dark/gothic fantasy atmosphere and style of your game. Also, claw wizard - brilliant!

I had a few runs and here's what I thought of gameplay and balance. 

The first run I tried to explore everywhere and bought the first upgrades that were presented to me. I found I ran out of gold very quickly and so many rooms presented upgrades I was unable to obtain. This was a little bit frustrating as not many rooms contained gold. I died about half way up when the difficulty of the monsters increased and I didn't know the best way to beat them. 

The second run I also explored everywhere but this time was more selective in the upgrades I chose, which helped, but I still struggled when the claw wizard absolutely destroyed me. It seemed to do quite a lot of damage, however, maybe I wasn't paying attention to my hp as I was focusing on trying to sap it's mana. 

The last run I mainly headed up the tower as quickly as possible only stopping the at rooms on the way or visible from the stairs. This time I got all the way to the top to face the tyrant but struggled to defeat him before dying as I had no way to heal myself. 

Hopefully that will give you some insight into how a player might approach the game. I wouldn't want to comment that the game was too hard as I feel like this is probably intentional, and to make the player make conscious choices about which skills to increase and which resources to use including mana. 

One suggestion I would make is to make items available in combat, as this would allow a player to have at least 1 way of healing during battle. I think on one of my earlier runs I had a hp sap type spell but this was offset easily by the damage the enemy would inflict on that turn, making it less effective as a healing tool. 

Some of the skills had more obvious uses that others, for example, strength, toughness and arcana have obvious benefits to combats and traps. I felt dexterity only had a use for traps, which I could use something else to overcome. I didn't see any use for faith so it was unclear what this would affect. Other than more damage, I think having some more feedback that the elemental spells were more effective would be helpful. 

All in all I think you have a very good base, and I'm really impressed with the progress you've made in the bootcamp with this. I think there's a lot of room to build upon what you have already to make this even more great! 

Developer(+1)

Hi, thanks for such great feedback and for taking the time to really play my game! I had a lot of fun drawing the claw wizard sprite, though maybe made them a little bit overpowered in the game, probably also my favourite enemy though :)

As a few folks have pointed out, there are balancing issues here with the supply of gold, the enemies, sequence of events etc, it's the first thing on my to-do list so hopefully I'll be able to share an updated version soon that's improved in this regard - you're right it's meant to be a bit challenging but not flat out unfair.

I intended to add a 'use item' branch to the turn-based battles actions but simply ran out of time and energy, however it is certainly also on my to-do list for continuing the project.   

You are absolutely right, there are stats that need more of a useful purpose. I intended the 'faith' stat to power up holy attacks to use against undead enemies such as zombies etc, or to resist some status changes (in this build only poison is a thing). Dexterity I thought could be used to dodge or counter, as well as traps. Once again I simply ran out of time, but I'll be coming back to this in future builds for sure. 

Thank you also for your kind words on the atmosphere and style, this was something I really wanted to get right, so I'm feeling encouraged and stoked to keep going.

Best wishes and best of luck in your gamedev projects,

-Iain   

Submitted(+1)

Hey, I played your game following your #2 update and wanted to provide some further feedback and let you know about some bugs. 

Controls & UI

  • Walking continuously feels much smoother now—great improvement!
  • I was unable to click on the bomb to blow up a wall from the left side.  I also noticed after explosion (from the right side), the background image didn’t appear leaving a black square. 
  • It would be nice to review spells outside of battle, similar to stats and potions.
  • Adding the ability to click on the icon itself to close windows (in addition to the "X") would be a small quality of life improvement. 
  • The new Thralled Sage tips are excellent and really help players understand enemy strengths and weaknesses—great addition, or maybe I didn't read them properly the first time around!

Battle

  • Seeing enemy health is helpful, but I noticed enemies can end up with negative HP.
  • This meant when using the sap spell, I still received full health even when the enemy had less HP available.
  • Items make battles more dynamic, but they currently seem to have unlimited uses during fights.
  • The vortex spell’s description appears to match the mana sap spell—might be a small mix-up.
  • Some feedback for poison damage during battle would make it easier to track its effect.

Balance & Gameplay

  • The increased gold range is great but makes it easy to buy everything, reducing the impact of player choices.
  • Scaling the cost of stat increases based on current levels could counteract this. Maybe offering a choice of stat to increase too?
  • The lightning trap is currently always resistible due to starting with a toughness of 12.
  • Introducing randomized starting stats or class options could make builds more engaging and varied. 

I hope my feedback isn't too picky - I just really enjoyed playing it through again and I still think you've got the beginning of a great game here. Looking forward to seeing this develop further!

Developer(+1)

Thanks for checking out my update, your feedback is very welcome - I was able to deal with a nasty bunch of bugs and oversights thanks to you spotting them! Starting stats or classes would be something I'd consider strongly when expanding the game further if that's the road I go down. It's also great to hear the new movement and sage tips are working nicely :)

Submitted (1 edit) (+1)

This feels like a good mix of influences. It makes me think of Dark Souls, a roguelite, and dungeon crawling. I find it very enticing to keep playing to get to the top of the tower, but also find the difficulty keeps me trying to figure out the best play.

Resources seem scarce and their appearance is spread out enough that it seems unbalanced. After a certain amount of time playing, I find that I get to this point where I can no longer survive encounters because the ability to increase my stats or heal myself is too little to offset the amount of damage or drain the enemies can inflict. It basically becomes a damage race that gets skewed in favor of the enemies over time. 

In Dark Souls, you can account for the difficulty of bosses and enemies by way of skill, using items at the right time, and getting stronger and getting better equipment over time. Here, skill isn't as much an issue because of the turn-based nature of the game, so it comes down to just attacking and knowing when to use the right magic type against the right enemy. Getting more powerful seems to come down to encounters, and the randomisation needs some more work because sometimes you'll get the same encounter 2 to 3 times on the same floor. And with the lack of gold, it's hard to get anything. I do have to choose wisely what I get because of the low gold amount.

I find I want to run across the hall but the movement seems limited to nodes or a grid, is there a way to keep the player moving seamlessly but still taking the grid into account?

The game is pretty great overall, and I enjoyed playing it so much that I want to keep playing. Great world building as well! So great job!!! Some more polish, in terms of effects when attacking, hitting, using magic - like screenshake perhaps, screen flashes, etc - could go a long way of pushing the game even more, as well as more art polish. And then playing some more with the randomisation, and maybe giving the player more gold, could help equip the player better to handle the difficulties of the tower.

Developer(+1)

Hi, thanks for playing and for your in-depth feedback, it's clear you've given the game a proper playthrough and I really appreciate that!

Yeah I agree balancing and polish could be better, I over-ran in the beta so didn't get much time for it in wrap-up but I wanted to get the game on itch to see what I could do in the time limit. 

I'm currently working on the RNG to stop the battles/events clumping together one after the other like you mentioned, along with changing movement to a smoother type where the player is only affected by the grid when they stop moving over an event, so hopefully that will arrive soon in an update. 

Great to hear you enjoyed mix of influences and general vibe, especially the world-building as I've never attempted that before in a game, I'll certainly keep going with the project and see where it goes.

Hope you've had a great Christmas and best of luck with your gamedev too!

- Iain 

Host(+2)

Dude, I LOVE the vibe you're going for! Had a lot of fun exploring the strange tower. Thought I had it, but got killed by a damn claw wizard midway across my ascent 😅

You tackled a pretty ambitious design with this project - both in terms of game design, content and graphic style. What you managed to build in such a short time is amazing - congrats! I particularly liked the world building - the themes, the texts, the encounters. I also really appreciated how, despite conveying a great atmosphere, the text is not verbose. Just a few lines of text to get the point and vibe across and it's done - which is cool because it also leaves room for imagination. Another super cool concept is navigating through a sidescroller view in a corridor, and most encounters being a room. Really makes you feel like exploring some sort of dark monastery.

The hiccups I had were all minor, and definitely the kind of stuff you could easily improve upon with some more time. Particularly, I wish there were navigation choices (like in Isaac, where you choose whether or not to enter a room making some sort of risk / reward calculation, etc). It would also feel more satisfying to control with more instant input recognition and faster travel time between cells.

I really like the idea and vibe. The darker tone and game genre is well aligned with Steam, if you keep improving on it. I would love to see this game keep evolving through the bootcamp! ❤️

Congrats, and thanks for the fun!

Developer(+1)

Hi Gabe, 

Many thanks for taking the time to play my game and giving such insightful and actionable feedback, I really appreciate it so much! 

I'm especially glad to hear the atmosphere and dark fantasy vibe comes across as intended - I feel super stoked for further development now, hoping this will help build a good game surface. Being part of the Bootcamp helped me push through in Beta when at one point I thought I'd over-scoped badly, which was awesome.   

I will absolutely continue to develop the game further during the rest of Bootcamp and then alongside the FGGS course also (I'm in the Beta section now and it's super helpful).  

Hope you've had a great Christmas, best wishes

-Iain