
keepguard
Keepguard
A small roguelike tower-defense game where the map is your build. Bind towers to physical upgrade rites, uncover powerful relics and create game-breaking synergies.
While it's still unfinished, it does at least convey the core idea. I'd love to hear your thoughts on it. (feedback form, tysm!)
Best played in full-screen!
Controls: WASD (move camera), LMB (place towers, interact), RMB (deselect towers), R (rotate towers), T (toggle trade menu), SPACE (pause/unpause game)
| Updated | 8 hours ago |
| Published | 11 days ago |
| Status | Prototype |
| Platforms | HTML5 |
| Rating | Rated 3.5 out of 5 stars (4 total ratings) |
| Author | prismship |
| Genre | Strategy |
| Made with | Godot |
| Tags | Medieval, Prototype, Roguelike, Singleplayer, Tower Defense |
| Average session | A few minutes |
| Inputs | Keyboard, Mouse |
| Content | No generative AI was used |





Comments
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It's a little bit hard to tell. But I think Epidemic is broken and spreads at least 1 stack of poison. Even if the target has no poison. I had frost towers that, as soon as they killed one enemy. Would just start a chain reaction of speading poison to everything in their AoE and killing them.
Thanks for playing the game, even in its current rough state; I'll take a look at fixing it!
Fun and unique take to the genre! Building the base felt pretty intuitive and there seems to be a learning curve to optimizing things. I think the game could benefit from visual clarity improvements, for example I didn't understand my base was taking damage because the enemies just disappear when reaching it. I also sometimes forgot the Trade window exists so new items there could be highlighted somehow.
Overall I really enjoyed playing this game, great work so far!
Thank you so much for playing the game and for the feedback! I've updated the game with a few tweaks to UX and presentation, including some feedback for player damage and an indicator for when the Trade window is restocked.