I recently completed Tower of Mask and had a good time with it. Apparently it has flown under my radar, and perhaps by some of you here as well.
Since there isn't a dedicated thread for it, I wanted to share some thoughts to highlight it for fellow real-time dungeon crawler enthusiasts.
Tower of Mask is a blend of Arx Fatalis and Shadow Tower Abyss, wrapped elaborately in a Legend of Grimrock 1 package.
Combat-wise, the game seamlessly blends real-time aiming and camera control with tile-based movement, creating a dynamic and fluid experience.
There's a decent variety of weapons with distinct attributes - differing in power, speed, and reach - allowing for strategic options like striking enemies diagonally with a long spear, or timing a heavy weapon's swing to connect just as you step into the tile next to your target.
The same principles apply to enemies as well. They possess some fairly unique movesets, with attack patterns that vary depending on their equipped weapons.
These adversaries are highly mobile, capable of approaching you from diagonal angles, and will actively block or evade your attacks.
Additionally, they use mask powers furiously until you drop dead.
And here lies the interesting part: the mere tactic of the "dance" will not suffice alone.
You may yet wield it, though triumph will shine brighter through cunning mastery of arms, constant movement, and strategic positioning.
If you choose to depend entirely on the art of "dancing", fate might well decree that Charon himself, sweeps you into a hauntingly, exquisite tango, across the shadowed floor.
I recommend hard or challenger mode for enhanced immersium and pain.
Some encounters without spoiling much
Another noteworthy feature is the distinctive throwing mechanic. Unlike most grid-based dungeon crawlers, where you can only throw items in a straight line or a fixed direction, ToM offers a unique approach.
Players can aim and throw objects along a visible trajectory, represented by an arched dotted line, which dynamically adjusts according to the camera's orientation.
Combat-adjacent puzzles also benefit, as the ability to aim at specific weak points on enemies, or environmental objects like traps, ties into the same system.
The weakest aspect is the character progression. Each level-up grants 3 points to distribute among 6 attributes, but many of these points come from equipment.
Since the game lacks magic, most attributes enhance melee combat. For ranged options, you're limited to throwing items, making it primarily useful as a support mechanic.
Eventually, you'll get a few handguns that are pretty decent, though ammo is hard to come by. Boosting your Willpower reduces aiming time for melee strikes and guns alike.
Incorporating a magic system and unique perks could have enhanced the overall experience, making a magic-focused build an appealing choice for replaying the game.
While those deficiencies stand out most in the game, the satisfying punch of the melee combat makes up for it.
Ultimately, I prioritized boosting strength and protection, while the rest was a mix of agility and dexterity derived from my equipment.
It took me approximately 15 to 20 hours on hard to complete the game at level 35.
All things considered, the game offers an enjoyable adventure, though it beckons for a bit more sheen and tweaking here and there, alongside a deeper well of character growth.
For a debut title, crafted by a solo dev, I'd say he has made a genuine effort to create a distinct feel, both thematically and mechanically.
tl;dr pros and cons
Pros:
+ Interesting take on grid-based, real-time combat, complemented by an adjustable throwing mechanic.
+ Melee combat is well-executed, providing a strong foundation for the gameplay experience.
+ Level design is decent, and while the "horror" label may be a stretch, the atmospheric setting effectively delivers a dose of creepiness.
+ The story is intentionally obscured, encouraging players to piece it together, which adds a layer of mystery.
+ Puzzles are enjoyable to solve but...
Cons:
- ... They're not as complex as those in Grimrock, taking a step back challenge-wise.
- Character progression feels overly simplistic, limiting depth.
- Lack of a traditional magic system, with rechargeable wands only partially compensating.
- Melee combat, while solid, could benefit from a bit more variety in movesets and attack patterns.
- Most secrets are too easy to uncover, reducing the thrill of discovery.
- Having more variety in tilesets would be most welcome.
- Absence of a crafting system.
- While masked human enemies create a cohesive identity, the game would be enriched by the inclusion of a few hulking monstrosities, and crawling aberrations to heighten the sense of danger even more.
Had I been in his shoes, I would have reached further, conjuring an encounter with the grandest mask of all; a towering icon of power and prestige, reigning unchallenged.