
Wisdom Tower aims to be a retro metroidvania, focused on exploration and puzzle solving. A heavy inspiration for the game is Doriath for the Commodore 64, and a misc of other games I love.
My major design goals are
- Encourage drawing a map with traditional methods, but also make it easy to keep track of where things are mentally.
- Ensure that combat stays less skill focused, instead each encounter should provide a mini puzzle.
- Non linearity by opening up most of the map early on, letting the players choose their own path.
Demo available
It\'s been a while, and there has been some progress on the full game, however about a year or so ago, I\'ve decided to clean up the demo one last time for the steam demo page. For this I\'ve created a huge todo list of all the annoyances/bugs/feedback of the previous version, and kept chipping away at it.
At some point I was almost done with it all, but I unfortunately got really stuck on composing better background music, but finally about a month ago I managed to get something decent that I\'m happy with. (and not overtly annoying to listen to after 2 minutes).
For the eventual 1.0 release, I will definitely practice more and add multiple songs too, but for now, I think this will do.
Also check the trailer out!
Improvements
There has been a lot of improvements (if you played the original demo), I\'m probably missing a few, but to highlight the big ones:
You can now save the game! There are 3 save files available, should be plenty.
[/*]Improved controls setting, hopefully easier to navigate
[/*]Pause menu that lets you edit all of your setting + a cheatsheet to controls
[/*]Simplified Controls, you no longer have to select items, instead you can interact with doors if you have the key required (instead [c]select item[/c], there is an [c]eat food[/c] button).
[/*]Disable Screen Scrolling. This may become the default or even forced, at i can be really dizzying for most players.
[/*]Adjusted a couple of areas (Druids\' Den notably)
[/*]Adjusted damage/spell speeds, druid spells no longer stick around (It was intentional, but it felt like a bug for lots of people)
[/*]Better feedback on pickups (Especially spells, they are now autoselected too when picked up)
[/*]A couple really small secrets:
[list][spoiler]A small hidden room with a collectible that does nothing.[/spoiler]
[/*][spoiler]A certain turret now keeps track of how many times it hit you.[/spoiler]
[/*]
Bunch of bugfixes
[/*]Thinking back to how the game used to be, I hope you\'ll all agree that the current version is much much more enjoyable.
What\'s next
Unless there are any major bugs/incompatibilites found, I plan on keeping the current demo untouched, and focus on adding more content for the full game. I will try to be more active online about my progress too, the main reason why things went quiet is due to me working on improvements for this demo.
As for the timeline, I\'m hoping to make a lot of progress this year, and I do really want to set out a realistic release date based on that later, maybe even descope a couple of things into a free post-release update if needed.
The deadline in my mind is currently sometime 2027, which should still give me plenty of time, flexibility, and hopefully ensure I won\'t get stuck in development-hell. (Though don\'t take this date as a promise just yet)
For now, thank you for playing and wishlisting the game!
Minimum Setup
- OS: Linux distribution released after 2016
- Processor: x86_32 CPU
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