Hi everyone,
I posted our first demo 3 months ago and got a lot of constructive feedback from the community. I wanted to share our progress.
So be ready for our second demo and our brand new trailer!
The trailer: https://www.youtube.com/watch?v=CNxlMMGLFwo
The demo: The Towering Dungeon by SuperBidi
Don’t hesitate to give feedback on the trailer (as we are not super experienced in making trailers) and have fun with the demo itself.
It’s all made with Godot. If you have technical questions, don’t hesitate, but I must admit I don’t think I’m extremely knowledgeable about it (despite having spent a year working with it). Yeah, I know, it’s a bit weird but when all you care about is to have the job done you tend to miss a lot of features.
For those of you who don’t know the Towering Dungeon, here’s the pitch:
Dive into a one-of-a-kind Tower Defense experience that blends exploration, strategy, and RPG.
Explore the titanic floors of the Towering Dungeon, uncover magical treasures, and unearth secrets long forgotten.
Recruit and unlock powerful heroes, train and equip them, and forge the ultimate team, whether it’s built for glory… or chaos.
Face relentless waves of monsters: from colossal ogres and spider swarms to disciplined orc legions and hordes of goblins.
Climb to the very top and unveil the greatest secret in the universe.
Have fun!
SuperBidi.
7 Likes
It’s clearly had a lot of work put into it already, and it plays quite smoothly (in terms of communicating to the player). I played to floor 2, and was entertained the whole way. It reminds me a bit of Dungeon of the Endless - that game has great interaction between areas, characters and enemies, so if you don’t know it, it might be worth checking for inspiration 
I noted down my thoughts as I was playing:
- I quite like the audio mix, it’s not too loud, intense or dense, which has gotten somewhat rare these days

- The positioning of characters isn’t currently very important, as long as they’re where the enemy is (AoE damage being the one major exception). You could expand on the tactics by having characters buff each other / function better alone / etc.
- Having the number keys as hotkeys to select characters would be very welcome.
- Being able to select multiple characters too. It’s a little tedious to have to change between them just to move across a map.
- You could mention I for inventory in the controls. As it is, I don’t think the character screen + inventory can be shown by clicking before that character has an item.
- It seems odd not being able to remove / replace spirts - that makes one bad early decision irreversible. You might even consider refunding a little of the spirit currency on removal, so there’s a little more of a tactical aspect to it.
- It would be nice to know the stats of spirit clones (within the game) - are they as powerful as the PCs? Do they get stronger as the PCs level up / change equipment?
- A minimap would be nice, so the player doesn’t have to manually scan the map each wave to see where baddies are showing up. I spent most of the game zoomed out for that reason, where you can’t see the sprites or hear the audio… seems a shame.
- You could even forewarn this by putting some visual on spawn points that will be active in the next wave. I’d say that’s the norm for tower defense games, since it allows the player to plan rather than just react.
Hi Phoenix,
I’m happy you had fun playing our game.
Many of the things you reported are in our list of things to do.
- Hotkeys (1, 2, 3) for characters is already done in the development version and will be available on the demo soon. But we hesitate for multiple selection, we want to see first if the hotkeys are enough.
- We have a minimap planned. It’s just the work to do it (among other things, obviously).
- We will add a small tooltip when a character has no item to explain why the inventory is disabled. It’s also planned but it should happen quickly.
- You have the spirit damage listed in the character sheet/inventory. I can add more information (range, rate of fire), that could be a good thing.
- Replacing spirits is something we thought about. It’s a decision we haven’t made currently, for a lot of reasons so I can’t answer you on that. Overall, I think it’s not really impactful, the game doesn’t punish you if you fail to position a few spirits.
- For the character positioning, we also want to push the player to choose carefully. It will be expended in the future, for sure.
And I have Dungeon of the Endless. It’s definitely one of the closest games to ours, even if there are also a lot of differences.
Thanks a lot for your feedback. It helps (and it’s nice to find people who like our game, too
).
1 Like