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Cleanse The Tower's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #11 | 3.929 | 3.929 |
Controls | #25 | 3.571 | 3.571 |
Audio | #32 | 3.571 | 3.571 |
Graphics | #44 | 3.714 | 3.714 |
Overall | #47 | 3.357 | 3.357 |
Accessibility | #52 | 2.929 | 2.929 |
Originality | #95 | 2.857 | 2.857 |
Theme | #97 | 2.929 | 2.929 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4,3Beta3
Wildcards Used
N/A
Game Description
Cleanse the tower of undead creatures and beat the Big Bad Boss!
How does your game tie into the theme?
You climb a tower, where each level gets a bit harder.
Source(s)
N/A
Discord Username(s)
wighz
Participation Level (GWJ Only)
9?
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Comments
Nice pixel art and music to this top-down adventure. Cleanse the Tower reminded me a bit of The Legend of Zelda, right down to receiving a reward for clearing each room, but with way better combat mechanics.
On the web version, some of the HUD is spilled outside of the game resolution (was it anchored top-right?), so was unsure some of the time what abilities I was gaining. Was also not aware there was a health tracker somewhere until reading (half) of the reward text. Would've preferred if the "Use" function was near WASD since it could've made the game single-handed for improved accessibility, and having "Shift" as the attack-spam key also brought up the Sticky Keys prompt frequently on Windows on almost every level (sometimes twice per level).
The levels also got repetitive without much indication of progression. I know this excellent developer is capable of better, but can understand the time limitations of the jam requiring sacrifices, especially for a solo development. The effort is much appreciated.
I saw your progress on this in the Discord server and it definitely caught my eye. Glad I finally got to it! Playing on keyboard does feel a little clunky, but I'm sure it is smoother with a controller. I'd be curious to see how a WASD + mouse (for aiming and attacking in 360 degrees) combo would feel.
More enemy types and variety in the tileset would be nice to see, but I think you chose wisely in terms of avoiding scope creep and having time to polish the core game. Nice work :)
Sounds like controls that would work fine, maybe dash on rmb and attack on lmb.
I don't remember how Hades does it without controller, but they use lots of autoaim with controller. Would probably have made keyboard only controls feel a bit better in this game! It was down prioritized though 😬
I was testing out which games would work on my phone with an xbox controller paired, and I thought you might be interested to know what I found.
At first I thought the controls were weird, but I grabbed out my laptop to compare and it looks like the text to open the door with RB is never shown on my phone. Later, when the powerups are highlighted, the highlighting doesn’t happen on my phone, but the powerup itself still appears and I can interact with it. Weird!
I’m gonna keep playing and if you’re interested, I can reply with anything else I find.
There is something that I don't understand about canvas layers. The "hud" is in another layer which seems to scale differently than the game. So it is bugged sadly.
Fun game, banger music loop and tight controls! The only nitpick I would have would be the absence of obvious visual feedback when you get hit on top of the damage number. Other than that, it's a solid entry!
Yes I agree! I was so close to implementing a full screen red radial gradient, but stuff got in the way! :S
Thanks for those kind words! I do like the little bass lick I managed to play there :D
Oh, that was fun! At first it felt vaguely like old school zelda, but once the upgrades came into play i realized it was a roguelike. By the end my sword was like thirty feet long and I moved like a rocket! I didn't expect bullet hell from this but it was a good surprise. Well done!
Hahaha, yes the range and speed upgrades could really escalate!
And yes, the boss got a bit bullet hell inspired :)
Glad you had some fun playing it, and thanks alot for the kind words!
I enjoyed the choices. It took me a couple rooms to realize the powerups were choices. I thought they were all the same because visually they were but once I figured out the differences the regain health when finishing a combo seemed pretty OP. I completed multiple rooms with full health. The boss did beat me though, so maybe I needed to change up my strategy and take some less damage while dodging. I can imagine the controls would feel better with a controller. I didn't love them on the keyboard. Nice game overall
The boss is very hard.. I died and start from the beginning..
Yeah, I would have loved to put more effort into the design so that runs could be more distinctly different from one another.
I guess that is what makes roguelikes bearable at all?
Very polished and fun game. The controls especially the finisher attack feel and look very good :D
Looks cool but somehow I’m blocked in the very first room, there’s no way out… :(
Oh really, going up to the north wall and pressing "Enter" does not let you continue?
Browser? Screenshot? :S
Haha! The instructions dont seem to mention pressing enter… unless I missed it. Now I’m goin, thanks.
I know I had trouble with fullscreen and canvas layer for ui disappearing. I didn't have time to investigate, and just disabled fullscreen option. But maybe your UI disappeared like that. Otherwise you should see an instruction when standing close to the door 🙂
Great game ! It's so good I couldn't stop playing
Alot of fun, the art is great very retro love that crunchy sounding audio too!
Solid!
Solid game! Love the visuals. Controls are nice and direct!
Could use some bigger levels and maybe some sort of key-mechanic.
Well done!
Oh, tell me more about key mechanic!
Yes, especially some of the first rooms I made felt a bit too small. Agree.
Thanks for the kind words!
Really cool game, I enjoyed playing it. I am always a sucker for a roguelike
Excellent! I played and beat the boss. I enjoyed the combat movement, but it took me a minute to get good. I loved the way you made a heal you can trigger off of combo finishers, it compensates from how I would run into enemies while attacking a lot. I barely beat that last guy. Be proud of yourselves.
Oh wow, thank you for all those kind words!
It does feel a bit unfair when beating enemies, like they somehow manages to cause damage even after death? I suspect some bug there :S
Hehe, the boss, yeah I created him earlier today and was unsure of how hard he should be. I managed to beat him after I uploaded, but it is so easy to become blind to the difficulty during development.