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A jam submission

Túr: Hunger, Pain, & MonstersView game page

The Tower Awaits
Submitted by ADMAN — 2 days, 23 hours before the deadline
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Túr: Hunger, Pain, & Monsters's itch.io page

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Comments

I like cause is simpler than it looks but I also found weird that you can get randomly crits and get one tapped.

As resources are limited I feel the balance should be more about deciding whether or not  to avoid combat, I personally prefer to have more control over my decision on the long run in games like this

Here's a gameplay where I lose 1 team member at the beginning but I still manage to arrive at floor 09

Developer

I need to rebalance a bit, the insta-kills is becoming a problem. Thanks for playing.

Submitted

I hated the music so much I muted the whole game.

Developer (1 edit)

Understandable. I'm not a music guy. I'll give a more detailed response when I can get around to watching the video.

Submitted (1 edit)

I target your demo graphically


Game: Tur

First Impressions: Love the name, and the way it’s explained, reminds me of mork bork’s backstory. This feels a lot like a gameboy game in audio and everything.. My controller doesn’t work, but I have one of the steam controllers and they have weird mappin.  I skipped all the dialogue, I will learn to play this game through nonverbal trial-and-error like a real gamer. Why does my dude look like a stick figure? Oh God I move so slooooow. Actually wait it seems like the game is missing an input every now and then when I try to move.I got stuck in the status screen, this is what I get for not reading. Maybe the escape button can get me out of this mess, but I’m playing fullscreen in browser and that doesn’t help, will download.. Oh shit nvm this is actually a gameboy game .I spammed more controls in browser and got out. Oooh I’m three dudes that’s why I look like that.

I got into a fight with a zombie, I wanted my archer to dodge, but the skill wasn’t equipped :(. I like the way this game does seem to play though. 

 Afterthoughts: I died on the 11th floor :(. I think it’s a pretty good game, especially for the GB. I would have preferred it if it was just a bit faster. Movement is slow and combat can be slow. At least for people who have done a playthrough and know what they’re doing to be able to be quick about it. I appreciate that you’re making a GB project, and without AI. People tend to draw the line for AI at art, and say they don’t care if it’s used for code. As a roguelike enjoyer I find that a bit sad. I think art should also reflect some of their creators, so in that sense code can be the art. I’m sure you’ve put some of your own spin on getting this game in this state, that is unique to you. And I much prefer seeing that then AI blandness. Good job!

Things that didn’t work the way I thought they would:

I thought the scrolling would loop in the shop menu, like if I was at the bottom of the catalogue  and tried to go down, it would bring me back up. I thought I picked dark magic, but I have light magic. Can I not use items outside of combat? Like the heals.

Developer (1 edit) (+1)

I don't know about an 11th floor you're talking about, there's only 10 floors. Two of the floors are mislabelled. The controls are listed on the game's page, the browser version likely doesn't support controllers, hence why I recommend playing in an emulator like BGB. You can use healing items outside of battle, press Left Shift (For the browser version, or Select on GameBoy), it'll bring up a inventory menu. I'm aware of the mismatching magic in the skill selection menu, I'll get that fixed.

Thanks for playing.

EDIT: Fixed the Light/Dark equip problem and the level number error. Updated build is up.

Submitted (1 edit)

This is pretty fun! I am the target demographic for this. I found couple of bugs, on the naming screen  the 1st letter stays the same if you try to change it. And when I selected a Mage with Light magic it started me off with Dark magic. I eventually got to a reroller and changed it to Light magic there. 

Would be nice to have a "skip intro" option for quick re-entry into the game after you die.

Also it was sort of frustrating to have a good run going only to have my main character get one shot by an enemy leading to an instant game over. Mages be squishy I guess lol 

I  did rely on the fast forward function on my emulator to quickly travel through the dungeon, as it was sort of sluggish but it wasn't a deal breaker for me

I can see the vision and I like it 

Developer

Thanks for playing. I'll look into the bugs. And the insta-kill thing has been bothering me too. The game was too easy before, but I think I might have ramped up the difficulty a bit too much, plus the damage scaling needs some adjustment. I'm still trying to figure out a solution to the game speed, GB Studio does not give me a lot of leeway with it.

Submitted

Not really the target demographic for this kind of game so hard to judge, but no bugs found. The delay between moves is too long IMO and is a bit frustrating to me.