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(+1)

The tutorial didn't bore me, but the contents felt lackluster and didn't prepare me for the real dungeon. Climbing up the tower once is more than enough to get the gist, doing it again backwards was a waste of time. The lack of explanation of Sacrifice caused me to forget it existed until I was finished playing. Also the tutorial focused on going up up up, so I kept dying to the first boss in the real dungeon because I didn't think to farm on the lower floors. It also didn't emphasize exp and levels, so in my tired state I assumed there were no levels to gain and that it was all about what you picked up. Though I think that's on me since it's right in the center of the screen.

UI looks nice and feels fairly intuitive. 

Main gameplay was fun, fast paced, and had a 'one more try' type of design that could be addicting. Though I could see it getting a bit stale if it's just towers you explore. Do you plan on adding other locales/tower themes that change the available icons and/or gameplay?

Looks good so far, hope to see it again next Demo Day.

(+1)

Thanks for your time and feedback. I agree that the current tutorial is not sufficient or even superfluous on some aspects. I'm gathering good feedback each DD and hopefully I find a good and durable direction to make it clearer (both in what I'm going to do and how to present it).

At some point I had the wish to make several Towers with specific contents. In the current version it's oriented to be 1 Tower with randomized content (each beaten boss opens to a randomisation and new Opportunities unlock, but I'm not sure anybody witnessed it yet). If I can at least involve the player in a better way to climb the Tower I'd be happy to add Opportunities with varied mechanics (combos/reflex/backtrack/stats/confusion...) and persistent contents.

I'll keep at it bringing your encouraging words.