Play game
Taking the Tower's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Play | #2 | 4.188 | 4.188 |
Horny | #3 | 4.438 | 4.438 |
Narrative | #8 | 3.813 | 3.813 |
Overall | #11 | 3.410 | 3.410 |
Novelty | #15 | 3.313 | 3.313 |
Kink | #15 | 3.250 | 3.250 |
Harmony | #16 | 3.625 | 3.625 |
Sound | #17 | 3.188 | 3.188 |
Aesthetic | #24 | 3.375 | 3.375 |
Stealth | #37 | 1.500 | 1.500 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Early work
I started everything on Feb 2! The only thing I reused from a previous project was my script for fading between audio tracks.
Leave a comment
Log in with itch.io to leave a comment.
Comments
I loved this! I kind of plateaued and couldn't continue once i hit the orange floor, and even after grinding a while on the green floors it was really tough. Should I press on later when I have more time, or is there not much game left beyond that at present?
It's still incredible how much you got done in a month, I loved the characters and the story, it was just really funny. Erin, Shelly, the talking buttplug... I like the townspeople too! I hope you'll keep working on this, I'll definitely keep an eye on it. :)
Hey, thanks a lot for playing!
There's only 2 orange floors and then a dev room with a "thanks for playing" message.
I think the main reason it gets so hard when you reach those floors is that my difficulty scaling system assumes you'll have a whole extra floor of EXP and gold from the floor the guardian is on, so it's a level harder than it should be. A minor rebalance on that front is coming in 0.1.1, and then I plan bigger changes to progression in a later update.
Nice game! After the first boss though, the difficulty felt quite a bit harder and I wasn't able to progress further. I think having sustained weapon and armor upgrades would have helped.
Happy to see trans girl horniness in the jam. Autobattling was a good choice with the timeframe and overall it was good, straightforward fun. :)
Made it through the first boss but became a bit too difficult to progress after that point. Escalating insertion scenes is a cool concept!
Thanks!
Yeah, I'll definitely retool the progression if I continue this.
I was picturing something along the lines of a classic turn-based roguelike from the progress screenshots. I do like the real-time approach you went with, it adds quite a bit of extra depth to the combat elements. It was a really good decision to make the attacks wind up rather than build up and hold (at least I think that's what's happening) since it allows the player to kite enemies. This works really well with the auto attack style battles, allowing to focus exclusively on matching the opponent's movement.
The intro cutscene is very well made and I like the dramatic zoom out on the tower when the game is opened. The character dialogue is well written. I also really appreciate the little touches like jiggle animations and audible thumps when walking.
I like removing all gold and would even argue in favor off removing half of your experience, but I think that the armor and weapon loss system will break down after the game is expanded. Maybe something more along the lines of repairing equipment rather than losing it outright?
The proposed achievement system sounds really good and could be a way to incorporate scenes of the townspeople into the game. The multiple special move types idea can be something that's based off of the plug you're wearing. I'm not too hot on the crafting system idea, I think it will take a lot of work to implement and lead to grinding. A better way to add special items into the game might be hide them in those side-areas you're proposing.
The one thing I'd like to see is some sort of representation of the worn plug in the game screen besides the text. Maybe the character turns around at some point or a little butt icon on the arousal meter?
Only found two obvious and fairly harmless bugs:
Very nice work!
Hey, really appreciate the comments, thanks!
Yeah I definitely agree that armor and weapon loss causing problems long. It was something I implemented right near the end when I was trying to come up with reasons for the player to choose to start from floor 1 each run instead of always taking the shortcut -- if you take the shortcut you probably won't earn enough gold to have good equipment on your next run.
What i've been considering instead (if I ever decide to expand the game) is having upgrades purchased in town be permanent but more expensive, with additional temporary upgrades found as drops in the dungeon itself.
I definitely think you should expand the game if you have the time. It's very promising.
I like your idea of finding gear upgrades in the dungeon itself. It takes care of allowing players to overlevel too easily and gives a lot more motivation to explore the floors. Maybe the smith can keep his temporary stat boost ability with just a couple of upgrade levels available and diminished effect. Something like 10%-30% attack and defense boost that disappears after one run.