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Stickman Dungeons

10 devlogs
40h 11m 27s

Tower Climb is a fast-paced stickman RPG where you fight your way up a dangerous tower to defeat the evil king waiting at the top. Each room locks when you enter, forcing you to defeat all enemies before moving forward. The final enemy drops a key…

Tower Climb is a fast-paced stickman RPG where you fight your way up a dangerous tower to defeat the evil king waiting at the top. Each room locks when you enter, forcing you to defeat all enemies before moving forward. The final enemy drops a key that unlocks the next floor, creating a clear and satisfying progression loop.

Choose from different classes like Knight, Rogue, Mage, and Archer, each with their own abilities and playstyle. As you climb higher, enemies become stronger and more varied, including ranged units, fast attackers, and powerful minibosses guarding certain floors.

Level up, unlock new abilities, and adapt your strategy as the difficulty increases. The goal is simple: survive the tower, get stronger, and reach the top.

Controls are simple and responsive, focused on smooth movement and satisfying combat.

Tip: Press Ctrl + Shift + D to open the admin panel. MUST PICK A CLASS AND START THE GAME TO USE.

This project uses AI

Used Claude to help me with the UI of the app

Demo Repository

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mithbhasker

Added the boss and finished polishing the game.

The boss has multiple attacks and feels harder than normal enemies. I tried to make it feel like a real final fight instead of just a bigger enemy.

I also spent time improving:

  • UI so it does not look AI generated
  • spacing and layout
  • overall game feel

This project turned out a lot better than my last one. It feels more structured and more like a real game.

Still a lot I could improve, but I am happy with how it came out.

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mithbhasker

Added more enemy types and started scaling difficulty.

Now there are:

  • ranged enemies
  • faster enemies
  • stronger enemies

I also tried to fix an issue from my last game where enemies would stack in one spot and become too easy to kill.

Now they spread out more which makes fights more interesting.

The game is starting to feel more challenging instead of just easy survival.

Next I am going to add a miniboss and then the main boss.

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mithbhasker

Added the key system.

Now after you defeat all enemies, the final enemy drops a key and that unlocks the next room. It sounds simple but it actually makes the game feel way more complete.

You always know what to do:
clear room → get key → move forward

I also started showing floor numbers so it feels like you are climbing the tower.

Next I am going to add more enemies and start increasing difficulty.

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mithbhasker

Implemented the tower room system.

Now when you enter a room, the doors close and you have to defeat all enemies before leaving. This already makes the game feel way more structured and less random.

Before this it just felt like walking around and fighting, but now it actually feels like progression.

I also started organizing rooms so the difficulty can increase over time.

Next I want to add the key system so you unlock the next room after clearing it.

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mithbhasker

Added abilities for each class.

This was actually harder than I expected because I did not want them to just feel like basic attacks with different names.

Right now:

  • knight has heavier attacks
  • rogue is faster and has dash
  • mage uses projectiles
  • archer has ranged shots

I am still working on cooldowns and making sure abilities feel useful. Some of them felt weak at first so I had to adjust damage and timing.

I also added a simple system where you unlock abilities as you progress.

Next I am going to work on the room system for the tower.

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mithbhasker

Started working on the class system.

Right now I added:

  • knight
  • rogue
  • mage
  • archer

Each one is a bit different but not fully balanced yet. For example the knight is slower but stronger, and the rogue is faster but weaker.

I want each class to actually feel different so it is worth replaying the game with another class.

This part is a bit tricky because I do not want them to feel the same with just different colors.

Next I am going to add abilities for each class.

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mithbhasker

Started working on the combat system.

Right now I added a basic attack. It is still really simple but I am focusing more on how it feels instead of just adding a bunch of features. I am trying to make the timing feel right so it does not feel like you are just clicking randomly.

I also started testing things like:

  • how fast attacks should be
  • how enemies react when hit
  • small knockback

It still needs a lot of improvement but at least now there is actual gameplay.

Next I am going to add enemies so I can test it better.

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mithbhasker

Got the basic movement working.

I spent some time trying to make sure it does not feel slow or weird. Even though it is just a stickman, I still want the movement to feel smooth and responsive. I adjusted things like speed and how fast the player stops so it does not feel floaty.

Right now you can move left and right and jump. It is pretty simple but it already feels way better than default movement.

I think getting this part right early is important because if movement feels bad then the whole game feels bad.

Next step is adding combat so I can actually interact with enemies.

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mithbhasker

Started working on a new game idea. It is going to be a stickman style RPG where you climb a tower and fight your way up to an evil king at the top.

For this project I am trying to be more careful with how everything looks and feels. In my last game some people said it looked kind of AI generated, so this time I want to keep things simple and consistent instead of trying to make it too fancy.

Right now I am just planning out how the game will work. The main idea is that each room will lock when you enter, you fight enemies, and then you get a key to move to the next room. It is going to be more structured instead of random.

Next I am going to start working on movement and basic controls.

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