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Game Design and Project Resources: The Workshops Quarter => Computer Game Development - The Indie Alley => Topic started by: maciek on December 08, 2023, 10:36:07 AM

Title: Monk Tower - a mobile friendly coffee break roguelike - feedback appreciated
Post by: maciek on December 08, 2023, 10:36:07 AM
Hello good people of Exilian,

I have been currently developing a small scale roguelike game, that aims at short gameplays (I'd say around 15mins). It has been recently made available on Itch.io and just yesterday I have pushed a small update fixing some usability issues. So I though it might be a perfect time to share it :)
There is not too much story to the game. You simply climb the monastery tower avoiding dangers, in hope to retrieve the lost manuscript (internally in the game code it's called 'The second book of poetics' ;)

The main challenge of the game is resource management, as every weapon has a durability parameter and can be quickly destroyed. So, the player has to decide whether it is beneficial to waste precious durability points or maybe it is better to take some damage :)
Some weapons are also meant to be used in a combination - eg. stun a strong npc for a couple of turns, so you can safely kill him with a weak sword :)

The game surely needs some more touches and development so any feedback is the most welcome.
It can be played on desktop via web build or downloaded for Windows and Linux. On mobile it works via web for now, Google Play is planned soon - after I develop it a bit more.

https://maciekglowka.itch.io/monk-tower

(http://0d555e69d556083b.png)
Title: Re: Monk Tower - a mobile friendly coffee break roguelike - feedback appreciated
Post by: Spritelady on December 08, 2023, 04:44:14 PM
Ooh! I don't see many games intended for short playthrough (I'm sure many exist, I just haven't seen them) so this sounds perfect for when my brain needs a bit of a break from adulting! I shall check it out 😊
Rogue-likes aren't usually my forte, but I played Hades a while back and enjoyed it immensely so I'm open to making more of a dent in the genre. I'll let you know if I have any feedback!
Title: Re: Monk Tower - a mobile friendly coffee break roguelike - feedback appreciated
Post by: Spritelady on December 08, 2023, 05:07:00 PM
Quick update: in the 20 minutes since I said the words "new small scale roguelike" to my fiance, he has only managed to tear his attention away from the game once, for just long enough to tell me that it's "pretty good". So I think he's enjoying it!
Title: Re: Monk Tower - a mobile friendly coffee break roguelike - feedback appreciated
Post by: maciek on December 08, 2023, 08:36:59 PM
Oh thank! So happy to hear that he found it enjoyable :)
If you do not like roguelikes because they involve lots of in depth stats analysis and require you to read encyclopedia on them - this one is not like that.
If you do not like dying often and starting over...that's another story :D
Hope you give it a try as well anyway ;)
Title: Re: Monk Tower - a mobile friendly coffee break roguelike - feedback appreciated
Post by: Jubal on December 11, 2023, 11:51:05 PM
I shall try and have a go sometime in the coming days! Currently running around the UK seeing friends but I'm sure I'll have a slot next week at the latest :)
Title: Re: Monk Tower - a mobile friendly coffee break roguelike - feedback appreciated
Post by: Jubal on January 07, 2024, 10:21:59 PM
Finally got a complete run after quite a few attempts!

(https://i.imgur.com/FoRrAhI.png)

Overall I really like this game, it reminds me of a lighter version of something like Pixel Dungeon. I think the main thing that finally went right was me working out how to use the stun wands properly, they're hugely important for the middle levels. The weapon range seems good though the spear, axe, and hammer bonuses are rarely useful, it's quite uncommon to get swamped if you get your footwork right, and the biggest challenge in most later levels is dancing around avoiding the ranged enemies. The spear bonus I've never worked out - am I right in thinking it attacks two squares in a line, but only if you have an adjacent enemy in the first? It would suddenly become a much more solid tier weapon if you could stab a square away regardless of whether there was an intervening enemy.

In terms of thoughts for development:
Title: Re: Monk Tower - a mobile friendly coffee break roguelike - feedback appreciated
Post by: maciek on January 08, 2024, 06:12:52 PM
Many, many thanks for taking your time to play and such a detailed feedback!
I think most of your points are definitely valid :) Obviously the first noticeable issue is the font on the end screen....and I've thought that it has been checked through the platforms :/

I agree that the spear and the axe abilities became not so useful in the end (less so with the hammers as I actually like to use them quite often myself ;). They probably should be changed / removed for a tighter gameplay. The spear hitting only a distant unit seems very useful, however it would need some extra UI handling. Simple directional UI was one of my main goals in the game, so not sure how to bring those two work together.
It is interesting what you say about the ranged units being the biggest challenge at some point. It makes me now think that there should be a specific type of weapon / action that would counter those attacks (like eg. the shield you mention later). That is actually something that could substantially improve the game.

As for the issues mentioned in the bullet points:

So, a lot to think about now, which I am sure will push the game into a better direction :) Thanks again, it will be very helpful in further development. Have to update my Asana tasks  :D
Title: Re: Monk Tower - a mobile friendly coffee break roguelike - feedback appreciated
Post by: Jubal on January 08, 2024, 09:55:34 PM
Glad to be helpful! :)

My most common death situation at this point seems to be when I'm dropped into a room that's very full of enemies including either a) basilisks, because even when I kill them the freeze hits and allows other enemies to pile on or b) ranged enemies, who can take pot shots at me as I'm dealing with other enemies. The other certain death is situations where there's no option but to advance under fire. If you get dropped into a room with no cover and a ranged enemy at the other end, the amount of damage they can do is usually death-level or close to it, unless you've got an invulnerability or teleport in the bag.