Play ascent
Ascentower's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #12 | 2.887 | 3.333 |
| Comedy | #17 | 2.483 | 2.867 |
| Overall | #20 | 2.714 | 3.133 |
| Story | #22 | 2.252 | 2.600 |
| Music | #23 | 2.367 | 2.733 |
| Graphics | #24 | 2.425 | 2.800 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Overall a fun dungeon crawler which needs some improvement in item balancing. I also like how irrelevant Harold is.
Played up to floor 13 so far. May continue but I think I got a good enough feel for the game.
Overall: A super enjoyable and multi-layered rougelite which got me thinking about my own battle systems and the little things I could do to take them far. That doesn't happen a lot so that alone deserves special notice.
Gameplay: Surprisingly in-depth! Class changing was a nice surprise, and I also appreciated how each character had a unique playstyle on top of it. (Class changing mid-battle would have been next level.) Mid-battle equipping was a lifesaver when I realized I gave Marsha Soulsweep Staff right before a boss. I just feel like there should have been a required number of enemies to fight each floor (coughcoughtake3fight3coughcough) because most of the time I skipped enemies. I also couldn't keep track of how each element affected the others, ironically enough.
Music: Those RM 2003 remixes go hard.
Comedy: They do not shut up. They do not shut up. THEY DO NOT SHUT UP THEY DO NOT SHUT UP THEY DO NOT SH
Graphics: Mostly RTP and Aekashic, but I admire the effort put into the window layouts and aesthetics. Little things like that can make a world of difference.
Story: Go up the tower. Definitely a more gameplay-focused game which obviously isn't a flaw. There was some awkwardness with the exposition which I have a hankering doesn't get resolved since the game is endless.
Hi, I will be going live with your game :D
Lots of cool things about this game! Clearly a lot of time doing some customization of things like icons, enemies, status effects, etc. The more Harold heads, the better imo. Some cool randomization going on with the stages, though it still was repetitive after a few floors. Combat was alright, but status effects remaining after battle wasn't fun (especially blindness). There was also almost no incentive to battle after gearing everyone up. I kept on fighting in hopes of some extra badass weapon, but they all felt super par to me. Customizing defensive items was just a roll of the dice, so I just picked a random shield.
One weird glitch was the ability to use the stat items infinitely. This worked for a little bit, but then a little later the items did legitimately disappear, so not sure why that would happen.
I found a lot of parts humorous. I laughed out loud at the staff description. The dialog felt like it was all in the same voice - and didn't distinguish themselves in their personalities. And out of personal taste, I found they were all just really mean to each other in an off-putting way.
The game had a lot of interesting things going for it! Could act as a solid base for more development.
This is a very decent entry. While not amazing, it’s not bad, either.
Battles are not overly long, there are some (albeit basic) action sequences, and some real effort went into making a variety of skills to spread across the classes. I also really liked the class change system, it’s a neat idea that lets players adjust the party to fit their approach to combat. Flavor text is constantly humorous, which I appreciated.
The way combat was implemented is where my feelings are most mixed. Since the party does not gain experience from engaging in battle and items are already abundant thanks to the various chests and such dotting each room, there’s not much reason to fight other than to test the party’s skills and see how different combinations work. I decided to avoid a majority of the fights after about the third or fourth floor. I do like that there is an “end” to the game if you decide you don’t want to endlessly scale the tower. Boss battles were fine overall, though having repeat bosses felt kinda disappointing and there wasn’t much tension due my large stockpile of items and the bosses dying well before my team was anywhere near critical. That said, if you had to slant the difficulty in one direction, easier is generally better, which you did!
Having the same tune going in both the map view and battle is fine and kept the energy of the atmosphere consistent, but no battle back (aside from some faint speed lines) and keeping the same tune across multiple floors did get a little boring.
Even if this entry isn’t the most innovative or mind-blowing, I still had a good time with it and respect the work that went into it. I didn’t encounter any bugs and liked the little touches, like the Harold heads falling on the title screen and the Harold head cursor. Well done!
Thanks for the feedback! Yeah, I could definitely tweak stuff in the next updates.
About the speediness issue, are you perhaps using a display that runs above 60fps? If so, there should be a setting in the options to synch the fps which should hopefully fix the issue?
not a bad game I like the setup for everything but found myself running past encounters to just get to the bosses
I'm not quite sure what the goal here was. There's a ***ton of items just thrown at the player, but not a single revive item. (Guess that's what makes it roguelite for some reason)
The class change also seemed kinda overkill and unnecessary.
Overall it plays and feels like someone just copy/pasted their big project into a jam project, made some dialogue to fit the requirements, mashed together some bland maps and called it a day.
Balancing seemed fine for the most part. Not sure why status effects just never disappeared (At one point my therese just had all these effects of burning, bleeding and that hilariously big thorny roots animation on her)
Combat in general felt default to me. Deal as much dmg as you can, heal when getting low.
Humor did not land at all in my case.