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A jam submission

ArchtowerView game page

Archtower is a nonstandard mix of Roguelite and ActionRPG. Explore mysterious Tower!
Submitted by Mr_SMOKE (@mnfl14) — 2 days, 23 hours before the deadline
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Archtower's itch.io page

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Comments

(+1)

Fun game! Not much useful I can say tbh. First time playing, (I did see your posts and on stream) but everything felt intuitive and easy to pick up. Game already seems pretty well polished. I got the the 3rd area in the tower.

Artstyle is nice. 

Throwing a rock at an enemies head and having them fall over dead is surprisingly satisfying.

Guys who go invisible are perhaps on the edge of being too annoying.

No glitches found.

Its the kind of game id probably play even if i didnt find it through agdg so definitely looking forward to when you finish this game!

Developer

Thank you for playing! Glad you liked it :)

Submitted(+1)

pretty fun, i love the headshot mechanics

only issue i found in the game is that the logic is tied to the framerate (vid related)

Developer

Hey, thank you for playing and making a vid! But I can't get to see it, looks like it is at limited access right now.

Submitted(+1)

oops my bad, i unprivated it now

Developer

Well, yes, now I see what you mean. In fact its an official GMS 1.4 bug (not sure if they ever fixed it even on GMS 2)
On 144Hz displays, it always runs at double speed. Turn on/off V-sync in settings, if that won't help turn V-sync on and use my Fast FPS Fix, press Cntrl+Alt+F2 that should half your FPS back to normal.

Submitted(+1)

Rogue was fun and the game was punishing as always. How long do you intend on making this games play time anyway? 

Always fun, man. 

Developer(+1)

Hey, thank you for playing!
Glad you grabbed the rogue class, hope the questline to get it wasn't too cringy XD
I'm not sure about playtime, but I do have a plan on making 15~20 floors maximum and have a character level on 20~30

(+1)

Very good! Nice work, it's fun. I don't have a ton of specific feedback, because I think you have it pretty keyed in. My main point would be the observation that the most exciting fights, by far, were the ones that involved environmental hazards. You have a really good handle on the spacing and timing of combat, that feels good. When the fights are taking place in an environment where you are forced to think about where you are moving, it really completes the experience imo. In the first area you have spike traps and fire traps, but I think there is a lot more potential there. Especially when you start thinking about how the player, enemies, and environment all interact. Imagine a room full of exploding barrels. When you're fighting a fire mage, you want to avoid the barrels, and even get other enemies near them if you can because the fire mages will accidentally explode them. Or, what happens if a fire mage hits one of the bats? Maybe the bat gets lit on fire and when he hits you, spreads the fire to you. 

Anyway, just something to think about. Good work.

Developer

Thank you for playing and your feedback!
I was thinking of hazardous gameplay too, I think it will have more traps and environmental stuff, and explosive barrels were on my mind too, but long ago so I almost forgot about it, heh.

Submitted (1 edit) (+1)

You made a lot of progress from when I last played.

Spears are the best weapon that I tried out. Daggers got nerfed and it is noticeable. Switching to a sword as fast as I could is the best option instead of dealing with daggers. Even with having a dagger as a secondary, it's still awful. 

I'm going to play more as it did engage me. It's good and I need to experience more of it. It's fun. Will there be more than three floors in the future? 

I would recommend making some new music, maybe a new track per floor is what you should be aiming for. It doesn't have to be that long of a track or a loop, but having a difference would be highly substantial. Even if it's not played for that long, having something would add so much more to the atmosphere. Just make sure it fits.

I don't have anything else to say but keep up the good work.

EDIT: I have to add the cursor being locked into the game, even when paused being a thing. It sucks when someone has duel monitors and wants/has to interact with what's going on outside of the game and the only way to do so is to hit the windows key when paused which is a nitpick, but is annoying. I was wondering if you can make it so the cursor can go outside of the game instead of being locked, mainly when paused or in menus.

Developer(+1)

Hey, thank you for your feedback!

>Daggers got nerfed and it is noticeable.
If you say about the range it is just 10% nerf, but it can be noticeable I guess, if you say about the damage it is not changed. Daggers are simple weapons, that don't require masteries to use them, and they are fast, daggers work nicely on Poisoners and Rogues.

>I would recommend making some new music
Yeah, I'm short on soundtracks right now, will have more later, my friend could help with it

>cursor being locked into the game
Oh, well, I'll try to fix that issue with the next update!

Developer (1 edit)

Most important changes since the last DD:

WHAT'S NEW
• New weapon type: Spears
• NPC vendors and quest givers are shown on the map
• New class: Rogue
• Questline to unlock a rogue class (starts on Floor 2-3)

CHANGES
• When you are allowed to increase your STR/DEX/INT stats you get 4 points to distribute, instead of 2
• New animation and decreased attack range for daggers
• Crit power gained from STR is nerfed a bit
• Clan bonuses are buffed a bit
• You can check recommended levels for quests in Quest Log
• Changes in Tower Upgrades
• Maximum Clan Level increased from 10 to 15

FIXES
• bug is fixed, mobs flew away from deathblows in wrong ways
• fixed some issues with boss resists
• when you leave non-tower locations you don't appear near the tower entrance, but on the location selection screen instead
• bug is fixed, you could break your questline on clan domain taking the last quest and leaving location before you took the key