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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

Submitted(+1)

I played the game to level 3-2, I think, then left the tower to return the quest items and sell off the loot. At first I really enjoyed the gameplay loop of timing your attacks and dodging enemies, it felt really satisfying, but once the green and blue wizards appeared, it started getting boring, cause they felt a lot tankier, while my weapon was dealing the same low damage, so I was doing the same things to take them out, but it took longer. I wanted to use a sword, but I guess my character didn't have the appropriate skill to use it.

I feel like the game was rather generous with health potions, but maybe that was only because I was playing on a lower difficulty or didn't reach higher floors.

I also feel like I've barely scratched the surface of this game, and it has tons of content worth exploring, so once I have time, I will return to it, at least to check if the trader has appropriate items for my character and to enter a new location, that appeared in the menu after I took another side quest, I guess.

Yeah, I like this game.

Developer

Uploaded a Hotfix 0.3.7.2

• fixed a bug, crash at the archer's class quest on getting a new skill

Submitted(+1)

I like it. Some classes abilities feel quite stronger then others ( i.e. firekeeper to fighter ) but that might just be a preference in playstyle. Getting locked in one room 5-2 was a nice surprise, and caught me offguard. Some of the Quests that don't send you into the tower feel a bit off, as you don't really get told if a quest is inside or not, and need to always check the area change screen for new areas. 

(+1)

This is the best game I've played in demo day, and it might be the most immediately charming game I've played in a while. I certainly felt compelled to come back, and at the point my first character died I had:

  • Learned that I liked two weapons more than I liked shields, but totally saw the viability of shields and enjoyed the 3 floors I spent using them
  • Made a couple of characters that felt all my own in spite of relatively similar "newcomer" characters. Baller.
  • Figured out that jumping over fire walls and using a fire wall of my own felt incredible
  • Figured how satisfying it was to destroy multiple barrels at once using the fire wall spell
  • Found the "NEW LEVEL X" level up text charming - I don't know if this is deliberately oddly worded over 'LEVEL UP' or similar, but I loved this
  • Got excited every time I saw a treasure chest, or weapons rack
  • Found that equipping two swords and doing sick combos felt great

Honestly, this is a fantastic, pacy game and I can't wait to play more of it. The fact that armour etc changed my sprite, switching between 1st and 3rd person, the fact that the 3rd person camera was over-the-shoulder rather than awkwardly centered still letting me aim: Everything about the game feels tight, well-designed and just really great.

Personal highlight: Movement feels so slick - it's almost boomer-shooter-y. Like Hexen, if it played more like DOOM.

I'm gonna be following this project with huge interest! My only feedback is that the game really feels like it improves once the enemy variety gets higher - bats and fire cultists being the only enemies on levels 1-3 is understandable as an onboarding measure, but maybe something like a slime on the bat-only level 1 might feel good? Just as a touch of early variety.

Developer

Uploaded a Hotfix 0.3.7.1

• fixed a bug, crash at the intro beginning
• fixed a bug, heavy weapons cooldown worked inappropriately sometimes
• after unlocking heavy weapons weapon shop lists get 1 extra lot for weapons for sale

Developer

Most important changes since the last DD:

WHAT'S NEW
• traumas system
• a chance to survive and escape from the tower
• hospital in clan's domain
• option to always compare items with equipment
• auto equip if a slot is free
• skill cooldown (affected by DEX and clan bonuses)
• new decorations (mostly in the tower)
• enemies can climb on some decorations to avoid them getting stuck
• new heavy weapon: greatswords, battleaxes (wider attack, target +1, reloads both weapon slots)
• forge in clan's domain (to unlock heavy weapons, will have more functionality later)
• 2 new perks for heavy weapons


CHANGES
• more clear task description for Fighter class quest with timer
• Vandal's upgrade that gives you hp regen in combat improves by rage points
• exp modifiers changes: it was normal x0.9, hard x1.0 => now normal x1.0, hard x1.05
• more obvious location of a chain lever to get last quest mob in quest Disrespect
• larger buttons for inventory sorting and switching shop lists
• innate casting speed formula is now based on (2INT+DEX), not just INT
• crystal skill firebolt is buffed - better trajectory, range and burn chance
• crystal skill poison spit is nerfed - on hit instant poison damage 1/4 of a total dot, instead of 1/3
• crystal skills are not tied to STR/DEX/INT stats anymore, also available to all archetypes
• statues that thunderstrike you can be turned off, you need to smash all nearest electric orbs
• decreased stat requirements for spears (STR 28 and DEX 28 => STR 25 and DEX 25)
• redone intro and clan's domain roads


FIXES
• elf knights won't block any stealth attacks of Rogue
• fixed problems of bad scaling of text in quest log when changing HUD scale
• fixed a bug, when hitting with fast-moving projectiles could boost mobs walking speed quite a bit