I am sorry to say that I still do not have a beta release date in sight, but I feel I owe you all some insight into the changes you can expect when it arrives. First off, for those who are unaware, my last few months have been spent working on some massive changes to the game's mechanics which I will eventually release in a beta form, for additional workshopping. Progress has been slow on account of this now being a part-time gig for me along with having had a new child recently, but I am trying to make more time available. My relative silence is mostly due to difficulty justifying talking over working, but I really do want to keep you all in the loop, so it's about time I share some more. My general goals for this beta period are to:
- Reduce the number of core mechanics and types of interaction
- Increase the clarity and depth of remaining mechanics
- Introduce end-game content and victory scenarios
- Emphasize an escalation in complexity over time
This is the WIP Hoard with composite sample resource bars taken from multiple sessions--I thought you all may be able to chime in on your preferred layout for the min, max, and resource icons. The first six bars use a 30-pixel height to represent any maximum; notice how the 17 Growth appears higher than the 20 Gear. The last two resources use a different bar with a 1:1 pixel:unit height, where the total max possible is 40 but the meter's level is a truer representation of its value. I am leaning toward that sizing, but I'd like to have others weigh in. The entire Hoard frame and background should be receiving a facelift, as well, but I can't really work on styling things until these other decisions are settled. I would also love to hear your thoughts on which items should become the new default for each resource. I am thinking the four pillar Potions (Cordial, Quaff, Adamantiserum, and Magi-jack), a couple of Contingencies and a couple of Conduits, but I am not sure. Other things you may notice about this image: the rituals are missing and the moving tile queue is gone. The rituals were temporarily removed from this build, because I have been experimenting with reserving them for another mechanic; this is not likely to be in the initial beta release, so you can probably expect those to appear on the edges, as before. However, the moving tile queue that catches falling tiles and reserves cleared rows is out, because in this build, I have removed the clearance requirement for new floors. You'll be able to build any floor you can afford without clearing room, and there will instead be an overall space constraint that increases with the wave count (this rule will itself change later in the beta). There are a lot of other things going on, too; here are some of the other changes slated for the initial beta release:
- All characters are receiving stat and ability revisions
- No more resurrection time limit on minions; minions always resurrect to their previous selves (so long as they are not dead when the dungeon crumbles), but this means minion purchase prices go steadily up as the game progresses and your minions increase in level
- Heroes no longer build checkpoints but instead establish them on undefended floors
- Floors are "fortified" by placing three defenders on them; each floor bestows a different bonus when fortified
- About a dozen new items to build variety
[ 2017-06-01 00:25:17 CET ] [ Original post ]
I am sorry to say that I still do not have a beta release date in sight, but I feel I owe you all some insight into the changes you can expect when it arrives. First off, for those who are unaware, my last few months have been spent working on some massive changes to the game's mechanics which I will eventually release in a beta form, for additional workshopping. Progress has been slow on account of this now being a part-time gig for me along with having had a new child recently, but I am trying to make more time available. My relative silence is mostly due to difficulty justifying talking over working, but I really do want to keep you all in the loop, so it's about time I share some more. My general goals for this beta period are to:
- Reduce the number of core mechanics and types of interaction
- Increase the clarity and depth of remaining mechanics
- Introduce end-game content and victory scenarios
- Emphasize an escalation in complexity over time
This is the WIP Hoard with composite sample resource bars taken from multiple sessions--I thought you all may be able to chime in on your preferred layout for the min, max, and resource icons. The first six bars use a 30-pixel height to represent any maximum; notice how the 17 Growth appears higher than the 20 Gear. The last two resources use a different bar with a 1:1 pixel:unit height, where the total max possible is 40 but the meter's level is a truer representation of its value. I am leaning toward that sizing, but I'd like to have others weigh in. The entire Hoard frame and background should be receiving a facelift, as well, but I can't really work on styling things until these other decisions are settled. I would also love to hear your thoughts on which items should become the new default for each resource. I am thinking the four pillar Potions (Cordial, Quaff, Adamantiserum, and Magi-jack), a couple of Contingencies and a couple of Conduits, but I am not sure. Other things you may notice about this image: the rituals are missing and the moving tile queue is gone. The rituals were temporarily removed from this build, because I have been experimenting with reserving them for another mechanic; this is not likely to be in the initial beta release, so you can probably expect those to appear on the edges, as before. However, the moving tile queue that catches falling tiles and reserves cleared rows is out, because in this build, I have removed the clearance requirement for new floors. You'll be able to build any floor you can afford without clearing room, and there will instead be an overall space constraint that increases with the wave count (this rule will itself change later in the beta). There are a lot of other things going on, too; here are some of the other changes slated for the initial beta release:
- All characters are receiving stat and ability revisions
- No more resurrection time limit on minions; minions always resurrect to their previous selves (so long as they are not dead when the dungeon crumbles), but this means minion purchase prices go steadily up as the game progresses and your minions increase in level
- Heroes no longer build checkpoints but instead establish them on undefended floors
- Floors are "fortified" by placing three defenders on them; each floor bestows a different bonus when fortified
- About a dozen new items to build variety
[ 2017-06-01 00:25:17 CET ] [ Original post ]
🎮 Full Controller Support
- ToT Linux Content [103.39 M]
- ToT Linux64 Content [100.92 M]
The Hook:
Claim and defend the titular Tomb against waves of greedy adventurers by matching tiles to construct and fill your deadly dungeon with traps, minions, and more! In an unorthodox blend of Tetris and Dungeon Keeper, clearing tiles rewards you with resources and space for vertical expansion, putting distance and dangers between invading hero-types and your squishy Tyrant.The Rundown:
- A unique blend of tower-defense strategy, simulation, RPG, and puzzling!
- Slick, simple, and frenetic matching mechanics, where reflexes and planning are both rewarded!
- Lovingly pixeled characters, settings, and items!
- Single-sitting sessions with long-term unlocks, gradually taking your game from newbie-friendly to deep and cerebral!
- Tons of diverse floors, items, minions, heroes, and more, to discover and exploit--And more to come!
- Tactically emergent gameplay, spawning new strategies and builds as your game evolves!
- Frequent updates and direct responses to player feedback!
The Future:
Tomb of Tyrants is a mechanically refined and creatively flexible title with a lot of room for expansion. It may no longer be an Early Access title, but it remains in a very active development cycle, which has drastically improved mechanics and more than doubled the game's content since release! I, Jake Huhman, have been listening and responding to your posts, screenshots, reviews, and friend requests, because I want the community to continue to hold tremendous influence over the game's future! Thank you for all of your comments, suggestions, and support!- OS: Ubuntu 12.04 or LaterMemory: 1 GB RAMGraphics: Pixel Shader 2.0Storage: 200 MB available spaceAdditional Notes: Java 1.6
- Memory: 1 GB RAM
- Graphics: Pixel Shader 2.0
- Storage: 200 MB available spaceAdditional Notes: Java 1.6
- OS: Ubuntu 12.04 or LaterMemory: 1 GB RAMGraphics: Pixel Shader 2.0Storage: 200 MB available spaceAdditional Notes: Java 1.6
- Memory: 1 GB RAM
- Graphics: Pixel Shader 2.0
- Storage: 200 MB available spaceAdditional Notes: Java 1.6
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