Play game
The Tower of Krul'ar's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Mechanics | #19 | 4.135 | 4.135 |
| Overall | #31 | 4.000 | 4.000 |
| Sound | #44 | 3.692 | 3.692 |
| Music | #51 | 3.750 | 3.750 |
| Fun | #62 | 3.808 | 3.808 |
| Aesthetics | #89 | 3.981 | 3.981 |
| Theme | #249 | 3.538 | 3.538 |
| Story | #269 | 2.385 | 2.385 |
Ranked from 52 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
Yes, my own. Reworked old art like units and part of the title.
Leave a comment
Log in with itch.io to leave a comment.



Comments
Second time the explanation about the booster runes didn't go away for a long time. There should be a way to actively dismiss it and halt the game play until you do.
There doesn't seem to be a way to rotate either the active skills/units or the boosters which can make the boosters rather pointless if none of the skills is pointed in a direction you could connect them...
I had the miner of course, and a soldier in the second play. Is there also some sort of healer unit?
Need to connect 2 Runes to make it go away.
Scrolling rotates the Runes.
Though I now realize I forgot to say that in the tutorials. lol
There is no healer. Only the Booster Rune "LIFE".
Addicting game.
The ticking system is something I've never seen before, was there any game you took inspiration from? I really like that idea. The map seemed really hard to manage but that might be a skill issue. Nice art and solid mechanics
No, actually. :V
I actually thought of it on accident when I was trying to decide on how to do a timer for the attacks.
Not to say there could be a game out there with a similar thing- but I don't know any that have done it before.
Originally, the abilities were each going to have a cooldown, and you connected Runes in each of the Abilities' own tabs.
Then I thought to give each the same timer, and you just use any ability you want. But then players would focus hard on just one Ability, and I sort of wanted that Ability cycling Vampire Survivors had.
So I asked the questions:
- "How do I auto-make-sure an Ability is selected?" Because I don't want the player constantly selecting the ability. (Tedious)
- "How can it cycle through the Abilities so someone doesn't pick the same Ability?" Variety and "forced-to-use-what-is-given" philosophy.
- "How can the player change the order?" Control on timing and "combos".
Then, when I was testing placing the Runes and put one above the other on the Grid, I was like, "Huh... It's sort of like a calendar."
And that sparked the idea into what it is.
Nice work, played it for a bit. I feel like the game is a bit slow, could have faster rotation and grid moving speeds perhaps?
Yeah. They were a bit slow.
I have upgrades that would mitigate that, but they don't come often enough.
Fun Game!!! Great work on this game.
Fun Game!!! Great work on this game.