Welcome to the playable prototype of our first upcoming game: Pillar of Demise 

A mad wizard has seized control of an ancient tower and has unleashed the evil magic sealed within! Can you climb to the top and stop him? Only one way to find out: Step forward and take courage!

Controls :

ActionsGamepadKeyboard
MoveLeft joystick / Directional pad
ZQSD / WASD / Directional arrows
Jump
Xbox A, Nintendo B, DualShock Cross
Spacebar
AttackXbox B, Nintendo A, DualShock Circle
Enter
Menu Select
Xbox A, Nintendo B, DualShock CrossEnter key
Menu Back
Xbox B, Nintendo A, DualShock CircleBackspace
Pause game
Start button
Escape (desktop version) / P


This is a 2D vertical platformer paying hommage to the NES games of old and just like those: simple controls. You can run, jump and attack in four directions. To beat this tower, you will need to jump carefully and use the mysterious lanterns scattered around wisely but beware: a deadly laser will continuously rise without stops, touch it and it's Game Over for you so make haste!

As mentioned, this is a polished prototype, meaning everything you'll see or hear will change.  Further more, many new mechanics will be added in the full release to spice things up, you will have a taste of what we mean in the demo we will release in early 2023. In here, we propose to you the core of Pillar of Demise's gameplay so if you enjoyed yourself now, you will probably like what's to come even more, we are making an English Discord server that will be available in summer 2023 if you are interested to follow us.

Thanks for checking us out, I hope you will like the surprise at the end! -Neo White



Bienvenue sur le prototype jouable de notre premier jeu: Pillar of Demise

Un vil sorcier a pris le contrôle d'une tour antique et a libéré la magie maléfique qui était scellée à l'intérieur! Pouvez-vous grimper jusqu'au sommet et l'arrêter? Une seule façon de le savoir: Prenez votre courage à deux mains et lancez-vous!

Contrôles :

ActionsManetteClavier
Se déplacer
Joystick gauche / Croix directionnelle
ZQSD / WASD / Flèches directionnelles
SauterXbox A, Nintendo B, DualShock CroixBarre d'espace
AttaquerXbox B, Nintendo A, DualShock RondEntrée
Valider Menu
Xbox A, Nintendo B, DualShock CroixTouche Entrée
Retour Menu
Xbox B, Nintendo A, DualShock RondRetour arrière
Mettre en pause
Bouton Start
Echap (version bureau) / P


Ce jeu est un platformer 2D vertical rendant hommage aux jeux de la NES et comme eux: des contrôles simples. Vous pouvez sauter et attaquer dans quatre directions. Pour vaincre cette tour, vous allez avoir besoin de sauter précisément et d'utiliser les mystérieuses lanternes dispersées un peu partout mais faites attention: un laser mortel va continuer de monter sans arrêt, touchez le et c'est Game Over pour vous alors dépêchez-vous!

Comme dit plus haut, ceci est un prototype raffiné, donc tout ce que vous verrez et entendrez va changer. De plus, de nombreuses nouvelles mécaniques seront ajoutées dans la version finale pour ajouter du piment. Vous aurez un avant-goût dans la démo que nous sortirons courant été 2023. Ici, nous vous proposons le cœur du gameplay de Pillar of Demise alors si vous vous êtes amusés maintenant, vous aimerez probablement ce qui suit et si vous le voulez: vous pouvez nous rejoindre sur notre serveur Discord dédié pour nous suivre.

Merci pour votre attention, J'espère que vous apprécierez la surprise à la fin! -Néo White



StatusPrototype
PlatformsWindows, HTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorNS Bros
GenrePlatformer, Action
Made withGodot
Tags2D, Arcade, Difficult, Pixel Art, Prototype, Retro, Short, Singleplayer
Average sessionA few minutes
LanguagesEnglish, French
InputsKeyboard, Xbox controller, Gamepad (any), Playstation controller
LinksDiscord Fr

Download

Download
Pillar of Demise.zip 26 MB

Development log

Comments

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Good concept. The art is very nice looking and appealing, however I think the controls can use a lot more polish. The pogo move feels a little stumpy, and in general the controls feels quite stiff. The sound of the deadly laser sticks out a lot, which is clever because it lets the player know that they're about to lose. But you're not capitalising on this enough. There's room for more risk and reward here. If the player were more often presented by a choice of path, like one risky but fast way, and another slow but safe way, they might pick which path based on the proximity of the laser.

As it stands now, there is no choice to be made except that you know that this is your last shot at moving past an obstacle once you hear the laser.

Progression also feels like a chore. The second that barrier touches you, you go all the way back to the beginning. You'll have to make your way through the same part of the level you've already done dozens of times just to get another shot at that difficult bit where you last died. And that bit might take several tries to get right. The frustration from this is also compounded by the stiff controls.

This concept seems like it was inspired by the tower from Shovel Knight: Spectre of Torment. One crucial thing you didn't bring over from that minigame was the random nature of the tower.

Now, I'm not saying that randomly generated levels would be the best solution to this game's problems, but I do think it would greatly ease that frustration of having to replay the same bits of the game over and over again. Instead it would allow the player to hone their skill by facing a larger variation of situations.

I'm focusing on the negative bits here, but that's what stands out to me the most as holding this concept back. I hope that you keep working on this game to make it the best it can be, and I'll be keeping my eye on this.