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Tyrant's Tower's itch.io pageBootcamp 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
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!!
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!
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
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.
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
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!
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