If you look in the "More Information", you can see a list of some of the different devs who helped work on it. There are more too, but not all of them have their itch accounts linked.
Wildgamez
Creator of
Recent community posts
Oh boy that might be an issue, most likely an enemy missing in one of the arrays for waves that breaks the spawn system, will have to look into it as soon as I get to my PC. Volume controls are another thing I need to work on. As for attachment positions, I do agree it can be a pain at times but because of the nature of how it's working idk how I'd do something like that, which is why I just put a marker at the 1 slot. Thanks a bunch for the feedback!
I just released my first "big" game on itch. I've done plenty of smaller games in the past, including what is now the Lonely Turret demo, which consists of the first level with slightly less balancing. This is all done in a very simplistic arcade art style, with simple arcade-ish music to back it.
Lonely Turret is based on a concept I came up with one day: a tower defense roguelike that was unique in how you dealt with defense. Rather than placing objects to defend you, you place weapons and other attachments to the center turret you are protecting, and you spin it to aim. It brings more focus on player interaction while still being quite a chill game overall.
In Lonely Turret your goal is to survive as long as possible through endless waves of various enemies and bosses, while yourself building up your defenses by adding attachments, upgrading old ones, or repairing your turret. If you survive the 5th boss of a level and get to score 1600, you will unlock the next one, with 5 total levels. This is not an easy task, but each level has enough varying ways to play that it won't get boring even if it takes a ton of tries to beat a level. Each level has a change in the palette, new enemies, different enemy attack patterns, new attachments, and more! The final level has the most changes, but no spoilers!
To celebrate the release of the game, I'm also holding a 50% off sale for the first week, and odds are if you're reading this it's still going on. I don't expect this game to blow up or anything unless I put in the effort to advertise it, because despite the fact everyone I've had play it has loved it, it's quite hard to get people to pick it up.
the market thing was at first a placeholder for such a thing, but I never got to it, but I felt I should at least post it. The enter button thing wasn't something I thought of. Originally I planned to have tons of customers, but I only got theough a few before I got bored and didn't want to keep doing that.
I agree with the music part completely, it does repeat and is terrible, I suck at music, and the stealth meter does refill, but it is slow; you usually won't notice it. And the wall part I also agree but I don't think I would be able to pull off any kind of raycasty stuff; I'm just not ready to do that stuff yet. The difficulty does increase greatly, and the last level is the most extreme, but by then the soundtrack changes to make it better. Thanks for the feedback!