Trouble in Telemancy Tower places you in the shoes of a novice Tele-Blade a specialty Battle Telemancer who was sent to check on the Grand Telemancer Archibald as he was late for the lunch meeting with the other Grand Mancer's. You discover his tower is in disarray after setting foot inside and the door shuts behind you.

It is up to you to climb this tower through the malfunctioning Telemancy Nodes and find out what happened inside the tower and potentially save the Grand Telemancer from a potentially horrible fate!

While climbing the tower you may come across ability cards, they are an experimental form of enchantment magic that empowers their wielder with various abilities.
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Theme(s)
Tower: It takes place within a Wizards Tower!

Warp Speed: Telemancy/Teleporting between floors along with as a means of combat and mobility within gameplay.

Did you know?: The implementation of interesting fun facts scribbled on Archibalds notes that you discover as you climb the tower and are (maybe or maybe not) the key to finding out what happened (Not actually.)

Procedural Generation Wildcard from the past: Rooms have procedural elements within them along with each of the 5 floors being a unique collection of rooms along with the ability cards being generated fresh each time.
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The Controls are standard 8 Directional Movement provided by W,A,S,D Layout and your default attack/mobility option is the Tele-Dash which takes you to your cursor or a fixed distance if not using a Mouse. And you may utilize any spell scrolls you find inside the tower by right-clicking. And please enable cookies for the ability to save data!.
(All mentioned above controls are able to be rebound in game with minor alterations to gameplay experience.)

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