Why girls? What's with this waifu thing where everything has to be an anime girl?Hey, some of them are robots or bugs. It's inspired by a really old exploitable image that got turned into some choose-your-own-adventure pictures. Some of the stuff is pretty amusing. We're just further expanding upon it.
Why girls? What's with this waifu thing where everything has to be an anime girl?
It was a pretty silly but fun thing a while back
here is the know your meme page (http://knowyourmeme.com/memes/subcultures/towergirls)
It's barely a demo, but the team would love to hear what you think of it.Something something exotic dancersIn all seriousness, the art's quaint and I like the sound of it. Probably gonna download in a bit.
Oh my god there's an actual thing of this? I shall have to take a look at it when I have the time.Excellent. And yes- it's been a while in the making, but we're getting ready to pump out content.
There's been some more lewd alternate versions in recent months but we're mostly keeping away from those.So how lewd is this? I'm asking for a friend.
There's nothing explicit. Some technically-clothed T&A but that's the worst of it.There's been some more lewd alternate versions in recent months but we're mostly keeping away from those.So how lewd is this? I'm asking for a friend.
Why girls? What's with this waifu thing where everything has to be an anime girl?Boy princess is best princess.
the original version (http://i3.kym-cdn.com/photos/images/original/000/972/905/482.png)That's not the earliest version. Although perhaps we might get into what constitutes true tower girls, and what's just proto-towergirls. But that way lies madness.
A demo would imply that what you've got accessible is complete, so I'm being generous to assume you're using the word wrong. Right now, the storytelling and dungeon layouts are sloppy, and look as though very little thought has gone into them, most of the game's length is composed of repetitive dungeon delving with the same couple enemies, the balance is all but nonexistent, the tutorial doesn't really tutor (and there's no tooltips) and overall it's not a good experience yet. Most of that, I assume is planned to be fixed, and the core ideas are good, but the game is not even close to the "fun" threshold yet; not only is there no mechanic which seems adequately polished, there's no mechanic that seems like it's on anything beyond the first rough draft.It's barely a demo, but the team would love to hear what you think of it.Something something exotic dancersIn all seriousness, the art's quaint and I like the sound of it. Probably gonna download in a bit.
Agreed on much of that. I'm glad that it's at least looking promising.Why girls? What's with this waifu thing where everything has to be an anime girl?Boy princess is best princess.the original version (http://i3.kym-cdn.com/photos/images/original/000/972/905/482.png)That's not the earliest version. Although perhaps we might get into what constitutes true tower girls, and what's just proto-towergirls. But that way lies madness.A demo would imply that what you've got accessible is complete, so I'm being generous to assume you're using the word wrong. Right now, the storytelling and dungeon layouts are sloppy, and look as though very little thought has gone into them, most of the game's length is composed of repetitive dungeon delving with the same couple enemies, the balance is all but nonexistent, the tutorial doesn't really tutor (and there's no tooltips) and overall it's not a good experience yet. Most of that, I assume is planned to be fixed, and the core ideas are good, but the game is not even close to the "fun" threshold yet; not only is there no mechanic which seems adequately polished, there's no mechanic that seems like it's on anything beyond the first rough draft.It's barely a demo, but the team would love to hear what you think of it.Something something exotic dancersIn all seriousness, the art's quaint and I like the sound of it. Probably gonna download in a bit.
Pretty much what I'd expect for this point in development, in other words, and it looks promising enough.
Is it just me or does the resolution automatically scale to match your screen? It doesn't work well for me, the assest seem strecthed.Not yet. Right now it's simply 1920 x 1080 and stretches to fit the screen. I'll be adding in more complicated sliding/scaling UI stuff when that is next looked at.
Well, that's certainly more comprehensive than what I probably would've noted. :PIt's barely a demo, but the team would love to hear what you think of it.A demo would imply that what you've got accessible is complete, so I'm being generous to assume you're using the word wrong. Right now, the storytelling and dungeon layouts are sloppy, and look as though very little thought has gone into them, most of the game's length is composed of repetitive dungeon delving with the same couple enemies, the balance is all but nonexistent, the tutorial doesn't really tutor (and there's no tooltips) and overall it's not a good experience yet. Most of that, I assume is planned to be fixed, and the core ideas are good, but the game is not even close to the "fun" threshold yet; not only is there no mechanic which seems adequately polished, there's no mechanic that seems like it's on anything beyond the first rough draft.
Pretty much what I'd expect for this point in development, in other words, and it looks promising enough.
Edit 2: Aaand just encountered a bug.Spoiler (click to show/hide)
Edit 2: Aaand just encountered a bug.Spoiler (click to show/hide)
Seems to be happening with others. I'll be sure to prioritize that crash. Let me know if that prevents you from continuing.
So this is what Duke left Chapter Master to make? Badass Space Marines to MonsterGirl Waifus?
Your waifu can be power armour.So this is what Duke left Chapter Master to make? Badass Space Marines to MonsterGirl Waifus?
Now I'm just left wondering when I'll be able to deck my waifus out in power armor...
the original version (http://i3.kym-cdn.com/photos/images/original/000/972/905/482.png)
Honestly, my biggest gripe at the moment is the difficulty of tracking down that last scout. >.>The repetitiveness and lack of balance is more heavily exacerbated in the next dungeon. As for the last scout, consider that the kobold shaman said there are two to the north and one to the west; you should go around the perimeter of the navigable area. Use your map.
Controls in combat are kind of awkward, or I haven't figured out keyboard-only combat.Mouse controls are unpolished too. The hitboxes are not intuitive and the highlighting isn't totally consistent, particularly when using multiple-target abilities.
Mouse controls are unpolished too. The hitboxes are not intuitive and the highlighting isn't totally consistent, particularly when using multiple-target abilities.
so like, are there screenshots? is it a text-based game? roguelike? i don't even really know what i'm in for if i download itHere's a general screenshot off o' Google Images. (Disclaimer: might be from an old build. Also a large image.)
so like, are there screenshots? is it a text-based game? roguelike? i don't even really know what i'm in for if i download itHave some screenshots. JRPG meets waifuing (kind of getting there) meets civ building (eventually).
Holy shit I just downloaded this a couple days ago and my god you work fast.In fairness I've been working on and off with this game for like a year.
Took me a few minutes to find the little chalky white x in the corner. That was an awkward start.
[sic]
Alright so it looks like if I try to level up and do the whole process described above while in the overworld then the little knight character on the world map disappears. So I can't click on it to go anywhere. Weeeeeird bug. And attempting to save the game results in the above error and crash. Fortunately I could reload the prior save and level up in the glacier fields dungeon.
Played up to the start of the glacier tower. Game's ok for a really early demo. Art style is charming. User interface needs polishing and there's of course bugs and typos and whatnot. But it's playable. The banter with the drunk knights in the tutorial was hilarious.
Posting to watch. It feels kinda weird learning about this game from one of the people working on it before finding it here. Can't remember exactly what he did though. Writing maybe? One of those 'Small World' kind of deals.
How much has the game progressed? Last build I played only went up to freeing the kobolds and certainly didn't look as swanky as those pics. Is there a proper changelog or something I could look at? Is the UI not so rough anymore? I definitely remember some weirdness with hotkeys before that annoyed me greatly.
Especially interested in the civ building.
Is Boy Princess a thing?
It was a pretty silly but fun thing a while backThat is pretty neat. PTW
here is the know your meme page (http://knowyourmeme.com/memes/subcultures/towergirls)
the original version (http://i3.kym-cdn.com/photos/images/original/000/972/905/482.png)
and the kinda crazy newest version (http://i1.kym-cdn.com/photos/images/original/001/076/940/502.jpg)
-but when I went through the tutorial, picking up the bottle shiv and looking at it in my inventory caused the game to throw up a draw error and crash.
EDIT [other bugs]
Disms in the enchanted tower will usually either skip their turn or attempt to use a spell that crashes the game.Skipping their turn is intended, since I bloated their HP like mad.
Wasn't able to get any crashes with Disms. Which type was causing the crash? And did that type of Dism use another ability without crashing?
It's shaping up pretty good! Glad to see progress.Do you have an army sprite (kobold or some other random thing) within High Forest, or is it a tiny Ser Knight?
Edit: I rescued the kobold princess and went back to the human kingdom, but I can't seem to move to a new area? It's stuck. What do?
It's shaping up pretty good! Glad to see progress.Do you have an army sprite (kobold or some other random thing) within High Forest, or is it a tiny Ser Knight?
Edit: I rescued the kobold princess and went back to the human kingdom, but I can't seem to move to a new area? It's stuck. What do?
Try ending the turn. If that fails, send me a screenshot , if you would.
If you want me to send a save let me know.Yeah, that would be best. Something kind of like that has happened before- it seems like the next bit of the journey isn't automatically set, sometimes. Did the Kobold Princess conversation at High Forest proc?
That is one ODD map navigation scheme!It used to be a simple grid-based map that was even more horrendous looking. The glacial wastes room sprites were mostly done by myself, however, which is probably why they seem so odd. The other dungeon maps should look a shade prettier.
On to something more relevant: The wheel selection draws attention to how chopped off the screen is!
You need to change it, lest it blind you forever.
What am I supposed to do after rescuing the Kobold Princess? The army marches back to Canopy Cave from the tower, but then nothing happens. There doesn't seem to be anything to do in the town, and the jungle is just a quick death from a difficult battle.After the conversation in High Forest, and Cave Canopy, you can select the Cave Canopy territory and go to the town as you would a dungeon. The inner ring is where Kobold King can be visited.
This is still going right?Sure is! We just finished with the next patch.
Just found out there was a patreon for this... Shouldn't you do a bit more to promote it if you're hoping to make money off of it?The UI overhaul mentioned on the forum is pretty old, I think, and was when we went from the UI designed by me to the new radial one. Or it could have referred to the still-kind-of-old menus that we intend on replacing. We're going to be swapping out the inventory, character inspection screen, talents screen, etc.
And what's that UI overhaul mentioned on your forum?
[sic]Good to know, thanks for reporting all that. Old saves prior to the overmap rework (0.119, or so) are not retroactively functional, but the rest of those definitely sound like bugs. 'A' should be valid button in siege combat. I'll see if I can find what caused those crashes.
If you exit the dungeon at any point past the army battle, you can add kobold wizards to your party, but you will have to do the army battle again, because the dungeons past the first don't unlock. (or does the chancellor just tell you that, and you get to skip the battle? I just loaded my game instead)
I chose Charismatic but my disposition didn't increase for Kobold Knight, it's still at 44.
Tripwire traps don't render properly when you move: the nearest peg moves too far.
The last room on floor 3 of the ice tower has a stairwell west on the map, but the exit is north in the room.
I got to the snow golem and fought it for a while then decided I didn't particularly like having to burn almost all my healing items because I went into the fight wounded. I tried to load my game and got this crash:
[crash]
And is it just me or is the snow golem completely immune to blinding shot? Seems a bit brutal for the first boss to be immune to the first active ability you can get for Kobold Knight. Edit: or does the skill just never hit? I haven't gotten it to work on anything yet.
Are there any shortswords available anywhere? The alternative for a melee Knave is to use a dagger, and those do half the base damage of a sword...
Could you send the save game that is causing that crash? These are normally located in C:\Users\asdgsdgadsg\AppData\Local\Towergirls and take the form of two .ini files.
Where can I follow tinybone, Unyin, and Gats' personal art?Gats: http://gats.tumblr.com/ (NSFW warning, he also has a Towergirls quest tumblr and Sundowner quest tumblr)
[sic]
The Enchanted Tower fights in general seem to be way harder than they should be, and there's basically no way to use the shops to buy gear because there are almost no money drops. The ice dungeon is tolerable because they at least drop healing items.
Overall I'd say the game needs much faster fights, more LOOT (and I don't mean more BERRIES) in the dungeons instead of 90% empty rooms, and a UI that makes sense. The ESC key should reliably exit menus instead of requiring you to click on the X or in the case of the map, left-click on empty areas of the map. When selecting abilities in battle I would first and foremost insist that the game needs to more reliably recognize clicking on abilities, and when you succeed in clicking on the button it should indicate that you have done so in a way more obvious than numbers appearing near valid targets. The numbers themselves need to be more readable as well- put a solid circle around them for instance.
Stronger monsters should give way more exp and all monsters should drop money. I'd say it would make sense for all the monsters I've fought to drop silver, as there aren't any wild animals or anything. If you want to be creative you could substitute ingredients for silver drops, but something should always drop, so that you can make money and be able to afford equipment upgrades. Everything I saw in the shops was either way out of my price range or basically the same quality of gear that I started with.
Lastly, there should be a way to zoom in on the world map. It's quite hard to click on smaller territories when you're standing on them. It'd be nice if you could scroll the map faster, too.
Nice crashes, adding those to the list of stuff to fix. ESC exiting out of menus is planned, I'll see about maybe adding that with the inventory and character inspect rework. Also taking a look at buttons being more obviously clicked on. As for the mirror, when you first enter the room it should be initiating dialogue as opposed to immediately entering combat. I'll take a look at that now and verify that it is working.
Something nearly always dropping (be it silver or reagents) sounds reasonable, yes. I'll take a look at what the furniture and shadows are dropping. Zooming in on the world map is a little more complicated, but that used to be a thing, so I'll see what I can do.
Thank you for the continued bug/crash/weirdness reports.
Edit: Watchful Disms explode after three or four turns, and one of those must have been a crit. Mirror is working on my end, but that may just be me on the super shiny WIP build. Upon entering the mirror room it should fade to black and dialogue should start, introducing Human Princess.
Edit 2: Also, Bandages are removed when you take damage. They're better suited for out-of-combat healing.
Ah, yes, the Mirror dialogue tree started normally, I just ran out of dialogue on my first attempt and had to enter combat. I wasn't sure if it was working right since the Mirror's life bar was visible but I couldn't attack it as it wasn't on the battlefield.Working as intended. As you kill shadows the mirror loses health.
Thank you Duke!Where can I follow tinybone, Unyin, and Gats' personal art?Gats: http://gats.tumblr.com/ (NSFW warning, he also has a Towergirls quest tumblr and Sundowner quest tumblr)
Unyin: https://unyin.tumblr.com/
Tinybone: http://tinybonefunzone.tumblr.com/
Ah, yes, the Mirror dialogue tree started normally, I just ran out of dialogue on my first attempt and had to enter combat. I wasn't sure if it was working right since the Mirror's life bar was visible but I couldn't attack it as it wasn't on the battlefield.Working as intended. As you kill shadows the mirror loses health.
Are they supposed to take no damage from poison's damage over time debuff as well? I wonder if it was just the Watching shadows that did that, since they don't do anything until they explode in your face. I can't remember if the last one was taking poison damage, or if I even managed to hit it with poison before dying.I checked the enemy stats and poison should be working on both shadows and furniture.
Okay, so I'm playing 0.124 now.
(bunch of crashes)
The crash happens every time. So... I can't progress.
Important news related to the game progress. https://www.patreon.com/posts/important-for-24294650Glad that Duke is porting to a proper professional game platform. It definitely inspires hope that the game can thrive and improve.