Bomberman Tower is a Bomberman-style rogue-lite platformer. It's like an innovated spiritual sequel to Pocket Bomberman. The game revolves around platforming your way through expansive labyrinths, placing bombs and destroying monsters. You can even place bombs in the air and use them as platforms.
There are 12 normal floors and 3 boss floors in the game (the final release would include 5 more floors). Normal floors are procedurally generated, so you won't get the same level with the same traps, enemies, and goal every time you play. If you are defeated, that's it - game over! You only get one chance. If you beat a stage boss, you'll be able to start the game from the next stage. The game saves your progress automatically.
There are also 4 playable characters, 2 of which are unlocked at the beginning of the game.
The game has been tested on Windows and Mac, but should also work on Linux/UNIX systems. Please let me know if you have any problems running it.
This is still a beta, so there are likely quite a few unnoticed issues. Please let me know if you encounter any errors or glitches or impassable/unfair areas (the levels are procedurally generated, after all). Screenshots would be helpful. A list of currently-known problems is included in the Version Notes, packaged with the game.
Stage 3 and its boss, Bomber Mummy, are now in the game!
Each floor is now skinnier and easier to traverse.
There are more items, items are skewed more in your favour, and there are more Hearts.
Some other things have been modified to the player's favour.
Various grapihcs and songs have been improved.
Various glitches have been fixed.
You can now jump against the ceiling for a short time, allowing easier crossing of tight gaps.
More specifics may be found in the Version Notes in the game package.
"Help! I have questions!"
Q: How do I run the game?
A: If you're using Windows, you can double-click the .exe file to play the game. On Linux, Mac, or Windows, you can use the .jar file. It is a runnable JAR. If you still can't run it, make sure you've downloaded Java on your system.
Q: How do I play the game?
A: The game comes packaged with an HTML manual, with pictures and stuff. Please read it. It's pretty fascinating. I've also included a detailed guide for basic stuff as well as the first stage, its enemies, traps, and the boss.
Q: I hate the controls. Can I change them?
A: Yes. That's in the manual too.
Q: Why is the game so hard?
A: This is a rogue-lite, so it's going to be hard due to the one-life rule and random floor layouts. However, I have taken care with each release to lessen the difficulty in various ways. If you have more suggestions, I will certainly consider them.
Q: Will my save file work in the later version?
A: Yes. Play as much as you want now and don't worry about it. When the final release comes, you won't even have to do anything but download the new version and start playing - all of your progress is saved in a separate file.
Q: This game is a work of art. Truly, it cannot have been made by mortal hands. Are you as unbelievably sexy and awesome as I'm imagining you to be?
A: Yes. As I type this, I sit upon a throne of scantily-clad men AND women, inspiring awe and unconditional love in every soul within a 50-mile radius.
Please enjoy, and leave a comment below. I will try to fix any glitches you find, and if you have criticisms on the gameplay that I've not already addressed here or in the version notes, I will consider them for the final release.
Special thanks to FernGully and DarkFire4114 for pre-release testing.
Thanks to everyone else who has given feedback with each release!
I really like it. The level generation is cool and the game is quite fun. Haven't gotten past the first level yet, though. Just 2 problems with it. First, I don't like how your momentum in the air continues even after you let go of a directional button. If you're gonna give us air control might as well go all the way. Particularly annoying when you drop off a ledge and you end up going too far because you didn't press the other direction immediately. I like it better when it just leaves a bit of your momentum left when you let go like most other games. Maybe it's like that in the orginal Pocket Bomberman and that's why you made it like that. I guess it's bearable but platformers really bring out the worst in me... specially when you mix it with a roguelite. :P Second, and this only applies to keyboard, pressing one direction then pressing the other at the same time after the first only overrides for when holding left and then pressing or holding right. Makes it less responsive to switch from right to left than left to right as people tend to hold the other side before letting go when pressing the other.
I gave this game a shot a while ago, but were quite busy lately, so I didn't post. Didn't get to the second stage, I'll give it another shot soon.
Pretty solid stuff. I like the rogue-like approach to this, makes the game feel much less stale. I think you should consider peppering around a bit more obstacles and items, perhaps some being rarely available - this could make the playthroughs even more varied. Difficulty level will be on spot after you get the platforming more polished.
Graphics are very decent. It's nice that you settled for making original sprites/sounds for this game, this gives it it's own flair. Music needs a bit more work, though - some notes sound off compared to the originals (especially evident in stage start theme), perhaps instruments could've been chosen better too. Some simple tweaks here and there will definitely help it.
Hi, people! I'm releasing a new version of the game. This version fixes the following things, from what I can remember:
* Physics are tighter. Please, please, please let me know if this is better!
* Fixed a glitch involving unlocking the characters while beating the demo.
* Spawn rate of the Drop enemy in Stage 1 is fixed (they weren't spawning enough before).
* Music volume is lowered.
* Probably other stuff, though I can't remember.
It also includes a detailed guide for basic gameplay as well as the first stage, including enemy, trap, and boss details and strategies.
If you've played the earlier version, please give this version a go. If not, this is totally a better chance than before to give the game a try!
Q: Hey, jerk, why are you releasing it like this? Where are the other stages?
A: Sorry, to the one or two of you who might have cared! I don't have time to continue working on the game right now... This version is what I had completed by the time I stopped working on it, a couple of months ago. I'd actually implemented the third stage, complete with goals and music and everything, but it's
1) Missing the boss!
2) Not rigorously tested, so I dummied it out... Maybe it will be included in a later release.
I wanted to give people something better to play with since so many had trouble with the physics last time around. Please let me know if this tweak is better.
"Good grief" has been in common vernacular for perhaps fifty years, due to the Peanuts comic strips. Are you aware that "in a pickle" and "dead as a doornail" and "bated breath" were all penned by William Shakespeare, and never exsited in common vernacular before his plays hit the stage?
Yeah physics seemed to be getting in my way less than I remember they did in the old version, so that's definitely a good change
There is one thing I'd like to suggest though, if the player only marginally hits the ceiling with the side border of their hitbox, they should be corrected and just keep going instead of hitting the ceiling, that ought to make the navigation a bit nicer, since there is a lot of tight passages in this game.