Bullet Heaven With Diablo Loot! – Tower of Babel: Survivors of Chaos



Try Tower of Babel on Steam: https://store.steampowered.com/app/2665680/Tower_of_Babel_Survivors_of_Chaos/

Battle hordes of monsters, acquire new skills, and upgrade your abilities. Customize your build with hundreds of item combinations and reach the top to fulfill your deepest desires. Conquer the tower in this thrilling roguelite hack and slash survivors game!
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30 thoughts on “Bullet Heaven With Diablo Loot! – Tower of Babel: Survivors of Chaos”

  1. I managed to find a belt that made the hammers circle me so I made a classic D2 hammerdin which I enjoyed. The ranged units are the issue as it becomes way too hard to dodge. It very early game but my inner treasure goblin loved the item drops and keeping the items and possible character builds you can do. It does need a re-roll and more gold income to be a more fun demo.

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  2. For bullet heaven kinda like these kinds of games i want:
    – similar to an open world where there are things for you to explore and reasons on why you are there and you keep coming back to it and have something like a visible portal or an exit for you to get back to your place.
    – Each time you upgrade your equipment/power to a certain level the map and story progresses. Or just that each difficulty level of the same map has something different or progress a story as with these kind of game I don't see a story and it doesn't have to include an ending.
    – Different enemies have different attack pattern like one run at you or the other walk but give a reason why they walk as why are they walking toward you, wanting death?
    – I only see a few these kinds of games all on this channel and i love death must die, Nimrods, deep rock galactic survivor, and the other buller heaven the other day but with that game the enemies is too generic if they would focus on the regular enemies all so it would be great.

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  3. Sometimes I feel you come off as too pessimistic too soon. 30 minutes in and all I heard was 95% complaints. Definitely didn't lean in on the "it's still a demo" enough or bother to look at the gear before complaining about it. About an hour in and you started to give more constructive feeback vs just negative feedback, which would have been nice to see a bit sooner.

    This seems like a very good genre combination that, so far, removes a portion of the rpg fluff of walking between mobs. This game looks like it could be VERY addicting.

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  4. Hmm; powers and abilities seem pretty meh, and the art style doesn't really grab me. It looks like a mobile game, honestly, or…actually you know what it reminds me? Scribblenauts art style. A weird choice for this setting. Add that to some generic music and this feels like a pass for sure as it is now. Theres a reason Halls of Torment stands out more.

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  5. A lot of games have done the Frozen Orb from Diablo 2 (orb that fires frostbolts around it as it goes). This game's take on it was a neat one, haven't seen that before. Seems like the extra projectiles applies to how many orbs you get circling you which was cool to see.

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  6. Definitely enjoying the art style of this one. I think you're right though that it's getting hard for these games to distinguish themselves in the bullet heaven genre and they've got to add layers or a pretty big spin on the concept to stand out.
    This one gives me the vibe that they knew what they wanted the theme and vibe to be, but not quite how to tie it all together. Though that could be what they're working on with the blocked stuff in the demo too.

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  7. Oh boy, this game is slow.

    I could see this being fun if they speed it up so you don't spend most of the time swinging your sword once a second at the enemies slowly inching towards you, or sitting in menus.

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  8. The Items have stats that change up how stills work which might make you not want to swap out an item but if you don't then the runs can start to feel the same… because level ups don't have a similar mechanic and are for the most part straight stat bonuses or new passive spells…. its kind of around the wrong way as you would want things that change up how a spell works to be a level up during a run and items to be mainly stats only as a form of "meta progression".

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