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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, 10 hours before the deadline
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Archtower's itch.io page

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Comments

Submitted

Really cool game, love this gms2 3d stuff. On some balancing stuff, I found it a little too easy to engage enemies and promptly run away forever to trick enemies into spike or fire traps

Submitted(+1)

Man this game is really cool. I really like the quest system you put in there and the different maps. really helps with the world building. I died once and then rolled firestarter, which carried me through the game up to floor 5 where I stopped. Hopefully I can find some new skills for him.

I have a feeling firestarter is OP? because I really breezed through all the levels with him. throw fire, hide, repeat. I'll have to see once I die and pick another class.

Here are some minor things I think you could improve on. but I really had fun playing the game.

  • Lighting is a little bit weird and I think the transition to lit/unlit could happen more smoothly.
  • first person camera is pretty low, making you feel like you're crouching or 3 feet tall
  • some corridors feel pretty tight sometimes, mostly the 1 block wide ones.
  • pickups could be more exciting, but I like the notes you find
  • areas could have more doodads and things in them for world building
  • it would be fun to have levels that aren't just 1 flat plane
  • the later quests could have clearer objectives ( Mystery of fireballs, Mystic Cultists)
  • could use display options like fullscreen and borderless


Here's my guy after maybe an hour or two? I feel like I played a good amount.

But yeah, really cool game! excited to see it finished!

Developer

Hey, thank you for playing, and such detailed feedback!

>Hopefully I can find some new skills for him.
You can unlock second class skills for every class by doing quests tagged as (class), for that.

>I have a feeling firestarter is OP?
Firestarter have some power, and his bottle skill seems a bit OP sometimes, but every class has different strengths and weaknesses. I will see for more balance later in development, also I think that you are playing on normal difficulty, hard one will make it more dangerous. And there will be a harsh moment at the 5th floor, where your current char (according to your screenshot) won't survive for sure, but you will see a skeleton near the entrance to that dangerous room as a warning.

>pickups could be more exciting
Do you mean more often, or better quality loot? On hard you get better quality loot more often.

>the later quests could have clearer objectives
-Mysteries Of Mystic Cultists-
You need to kill blue cultists, they have a chance to drop a key, or a boss, he has 100% chance drop, then you need to go near big room with skeletons on level 3-1 (room before the room with 5 cultists) and use your key there from inventory. Will think how to make it more clear but not too much.
-The Mystery Of Fireballs-
This is the quest to teach your firestarter his second skill, you need to collect cultist notes from red cultists, then study them (look at quest item description), that will make a page of report, you will need 4 pages (it mentioned in page quest item description) to make a full report. Will think how to make it more clear.

>fullscreen and borderless
Window mode works really strange and incorrectly, so I skipped that part, but you can switch between fullscreen and bordeless by pressing Alt+Enter for now.

Submitted(+1)

>Do you mean more often, or better quality loot? On hard you get better quality loot more often.
I mean maybe have more variety in the stats on the loot you find. from what I've played, loot progression seems pretty linear. if you had lets say an amor that gave more magic power or more attack speed in the same tier, it could give more room for building the character you want. maybe you do have more variety like this but I haven't seen it.

>-Mysteries Of Mystic Cultists-
maybe just tell the player in which area the quest needs to be completed? I can see someone spending a lot of time in an area thinking this is where the quest happens when in fact it's on another floor. just an idea, I understand how cryptic quests can be fun.

Submitted(+1)

I had more fun than I expected. At first I'll admit I wasn't really enjoying myself, but after dying once and switching to a cowardly Vagabond I started to get into it. The ranged attacks as a main weapon with melee as a fallback was an engaging loop, I love the option to throw out a shitty punch when you're feeling pressured.

I think what this game needs is more enemy variety. A large majority of encounters feel very samey, when I walked into this one treasure room with like 20 gobloids that was awesome. Unique encounters like that which give you the opportunity to make full use of your unique gear and abilities are what will make this game memorable.

It was also really memorable to come down from the tower to do some quests and discover there are some handmade dungeons to do! That was really cool.

You've got some really strong systems here! Load this bad boy up with some content and you'll have a strong game that people could spend hours playing.

Submitted(+1)

Fun and very easy to pick up! 

My only complaint would be that when I died I couldn't respawn as the same class (which I know is part of the game) but it's something I personally would have liked to be able to do

also I like the snap sound effect for your buttons

(+1)

I'm surprised by how into this I got! There's no reason for first-person 2.5D melee combat to be this fun, full marks on that front. It's the super wide swing area, avoids the typical "this is a bad point-blank gun" feel of most indie melee systems.

And the deathtrap heavy dungeon approach really brought me the closest to the original Diablo's tense atmosphere but speedy pacing. My only issue is that... you probably don't need the permadeath Rogue Legacy aspect at all. Games fun in its own right. Don't think I ever came close to death. I would've liked my little fighter to be more of a Diablo 1/2 esque archetype and less Procgen McGreyMatter. 


But that's probably personal bias. You've got a real fun game on your hands here, with good atmosphere, and the rest is so much fluff. And I'm the sort of dumb chuffhead that's played enough indie 2.5D fps roguelikes to be slightly sick of them. Excellent job!

(+1)

Wow I was very impressed by this game. Great look and combat. The only issue I had really was that death made you roll a new character at the same level, I would consider either going hardcore and making them reroll at the very beginning or going casual and letting them keep their character if they die and just try again. (Or both with a difficulty selection) Very cool game with awesome skills and abilities, and the ai were good to fight against too. 

Developer (1 edit) (+1)

Thank you for playing!
Yeah, good idea, I think I'll add a third difficulty (legend) later in development, and it would make you restart from the camp, or from the beginning of the floor.

Developer

Most important changes:
• new debuff: venom
• new switching between map and minimap
• sounds of clicks in the menu
• new weapon: knuckles
• added save game button (similar to Titan Quest one)
• added settings for dialog text speed
• recollecting legacy loot of fallen comrades makes it a container that you can open later
• new quests for every class to get skills instead of buying skill books
• with a crystal currency you can buy 3 more slots for characters in INN (up to the max of 6)
• barrel destroyer (pet crystal) don't break stealth (won't attack in stealth)
• bandages can be used in combat state
• now you may "sell" your starter equip to vendors for 0 gold
• all red fire cult casters make a sound on a cast
• spiderons apply venom effect instead of extra instant poison damage
• Ripping skill of Rogues don't crit, as planned
• daggers have normal attack range again
• fist attack animation changes, especially for the first-person mode
• bug is fixed, wrong item prices