Tower of Gunsreleased in 2014
GOG.com version last published 5 years, 2 months ago
IndieGameStand / Humble version last published 8 months, 3 weeks ago
Steam version last published 7 years, 1 month ago
Tower of Guns is a first-person shooter that borrows from roguelike games, with randomized environments, enemies, items, perks and power-ups for each session. It also has permadeath. A gameplay session offers different arena-like rooms where a large amount of enemies needs to be destroyed. A single door leads to a new room and after a large opponent an elevator is used to move to a new part of the tower.
At the start of the game the player chooses a weapon and a perk. There are ten weapons and eleven perks in total. To unlock all of them certain conditions need to be met. Each weapon has a different effectiveness complemented with a perk such as faster character speed, more armor, a triple jump, no falling damage, permanent loot, no self damage etc. Destroyed enemies leave behind red orbs that restore health, coins and blue items that fill up a weapon experience meter. Each time a new weapon level is reached (up to five), the main gun becomes more powerful. When the character gets hurt not only health is lost, but the weapon level can be lowered as well. Other random gameplay elements are badges that permanently alter characteristics similar to the starting perks, such as faster speed, more chance for critical strikes, gun modifications or additional double jumps (up to such a large amount it is almost like flying). There are also items of which only one can be carried. These offer additional bonuses, special attacks or a giant jump. Coins can be used at vending machines to unlock an item or badge on display.
Levels and enemies often have an industrial look and the game has a humorous touch visible in the text during the game, visual elements, giant bouncing projectiles and extreme gun modifications such as a rocket launcher that acts as a shotgun. The gameplay is twitch based and requires constant movement, dodging and quick reflexes. It also supports air control for character movement, bunny hopping, circle strafing, gaining movement speed through slopes, jelly-like cubes that provide boost, and double jumps that can be performed multiple times in succession. Next to the variation in enemy and level design, the different rooms contain secrets on hard to reach places, usually by walking through walls or dropping down floors. When stuck in a part of the level without the ability to jump out of it, a key can be held to respawn at the start of the room.