December 16th-19th 2011 :: Theme: Alone

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Tower of Abominations

by PaulSB - 48 Hour Compo Entry

A magical catastrophe has taken out the wizards in a remote tower - all except for their precious orphan of whom they expected so much. You must guide the baby wizard up the tower by defeating the abominations you come across along the way - maybe the tower can yet be saved!

A sort of puzzle/turn-based RPG combat game, choose your moves wisely. More abilities become available as The Baby gets stronger from floor-to-floor.

-Mouse-driven interface
-Click on an enemy to bring up the casting menu
-The green light below The Baby indicates it is now the player's turn
-'M' key will mute sound

<Proud participant in the kitten challenge>

[19/12] Added alternative Windows and OSX builds
[20/12] Added link to timelapse video

Downloads and Links




mwHannaman says ...
Dec 19, 2011 @ 6:23am

Good beginnings of a story/theme here and if it was more clearly defined as the comedy it wants to be, it would be a large improvement. There were too many clashing theme elements that made it feel pieced together. Also, each room felt as if it had only one answer to solve the 'puzzle' of the fight, and the penalty for guessing incorrectly was to be restarted at the beginning. Perhaps displaying more numbers so the players can decide what attacks to use better. Finally, some sort of checkpoint or save system would be nice (maybe I didn't get to it?). Good job though, keep at it.

increpare says ...
Dec 19, 2011 @ 5:47pm

It's cool, though I'd appreciate it a *lot* if I could repeat battles than having to restart it. As is, the arbitrary nature of fighting means it's not something I can enjoy playing.

Dec 19, 2011 @ 9:26pm

Loved the intro transition, and the billboard chars in 3d are surprisingly endearing. The RPG combat as puzzle idea was nice, but it was kind of awkward to actually figure things out. Also wasn't clear why by abilities kept on appearing and disappearing.

PaulSB says ...
Dec 19, 2011 @ 11:55pm

Cursing myself for not adding some sort of level checkpointing now, this is clearly a bit of an oversight. Thanks for the comments!

Pierrec says ...
Dec 20, 2011 @ 8:11pm

Rhaaa Y U NO add checkpoint ?
Aside from that, it's a very clever idea

bzizizi says ...
Dec 21, 2011 @ 7:23am

First turn-based game i played! The combat needs more balancing tho...

JustinMullin says ...
Dec 21, 2011 @ 8:36pm

Kinda cool, the puzzle aspect was interesting. It's been beaten to death here already, but checkpointing would have kept me in the game longer. The trial-and-error nature of the fights didn't bother me so much, but since there's clearly a single solution to most fights, playing through them again was a bit annoying.

summaky says ...
Dec 26, 2011 @ 12:39pm

I join the chorus about the level checkpoint, given this is a puzzle game more than anything. The title transition was cool the first time, but got tiresome each time I had to wait for it to appear and the disappear to start over. The music was somewhat repetitive, but didn't annoy me much. The sound effects were OK.

Winterblood says ...
Dec 28, 2011 @ 2:29pm

Yeah, checkpoints would REALLY help, or more clues about the relative strengths of spells and monsters so you didn't have to use trial and error. Graphical style a little disjointed, but the core concept is sound. Would make a cracking iOS title with a little polishing up.

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