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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)

Sorry, could not get it to work, might have to download something to make it play on my shitass computer. 

FATAL ERROR in Vertex Shader compilation

ShaderName: shdr_moon

D3DXCompile failed - result

############################################################################################

--------------------------------------------------------------------------------------------

called from - gml_Object_o_grass_title_Draw_0 (line 15)

Developer

It looks like it asks for manually installed DirectX 9c, it always fixes this problem.

Submitted(+1)

I will install it later and get back to your game then, it looks cool! 

(+1)

This is a real gem of a game you're making here. Combat feels really fluid, and maybe it's because I'm new to it, but when I ran into enemies it felt kind of like getting into a duel as we sized each other up, really fun stuff. Big fan of the retro aesthetic too. Only a few things I made note of and they're really just personal preferences on my part.

* Would be nice to be able to click to advance conversation.
* Slightly disappointed I couldn't jump on top of things. I assume that's to stop people cheesing the AI.
* When reading that manual, my first instinct to move to the next page is to click on the bottom-right hand corner of the right page, and the button to go to the previous page at the bottom-left hand corner of the left page. But that's just my own personal preference.

Developer (2 edits)

The most important changes since last DD (50):

• New system of resisitance debuffs, only one type of resistance can be cut at once
• Added minibosses with personal health bars with a name on it
• Added green version of powerful crystal "Power Shot" for archers, so now it available for demo players too
• Stash now has 4 tabs (previously it was 1 common stash with no tabs)
• Added malus inborn trait "Wasteful" (has a chance to waste 2 consumables on use, instead of 1)
• Fame bonuses for retirement now: no traits +0%, normal traits +5%, rare traits +7%, malus traits +10%, rare malus traits +12%
• Max clan level increased to 45
• Improved some tracks (Title Theme, Floor 2, Credits), replaced track in Clan's Domain with a new one
• Power crystal "Bleeding Cut" - bleeding stronger by 25%
• Removed sort order button form inventory and stash, now you can sort in both orders just pressing LMB/RMB (Gamepad - A/RB+A)
• In the camp and Clan's Domain visible range of quest markers on map ("?" and "!") is unlimited
• Fighter's second skill quest, gobloids won't count anymore, 30 cultists are required instead of 50 cultists and gobloids
• Sticks now STR/DEX based weapons, instead of being STR-ones, Vagabond's 1st lvl perk "Stick Fight" was removed (did the same thing)
• Rogues now have a text message for non-planned break of stealth
• All archetypes who use Rage Points can enter relax state only in home places like domain, camp and ally locations (relax makes you loose Rage Points quickly)
• Fighter, passive skill, 1 tier upgrade, instead of medicine pot power => +50% combat passive RP regen
• For rage classes skills like weapon buffs and crystal helpers won't require prepared RP before activating it
• Some balancing for an OP skill Multi-Hit, blue quality won't reduce damage penalty from -30% tо -20% anymore, heavy weapons increase this penalty by 5%
• Archer's Quick Shot, trick points cost can be reduced from 2 to 1 with upgrades
• Trait "Oblivious" changes: now its rare malus trait, instead of not seeing himself on the map just forgets about healpots and potions on the map, picture of it updated
• Renewed hp bars of enemies
• Fixed some ugly bugs