Whew, it's just an ad...
Umm...
...
:japan:
Punching Metal Babies Naked: the Roguelike.
That's deep.
Poor belly.
Killing Metal Babies Naked with a Plastic Katana: the Roguelike.
:japan intensifies:
Oh, a
latex paper suit.
Time for a tactical retreat.
After each escape you can leave a few items for your future character (the current character is lost), and the storage capacity increases by 1 (from the initial 5).
Seems like that ambush floor is generated at random depth. I don't remember which item I used but it damaged everyone in the room and made it manageable (most monsters were either killed or left with low enough HP that one hit was enough to kill them).
Flashlights need to be identified before you know what they do, and they all have limited charges (the ones without a number in parentheses initially seem infinite but they merely don't tell you how many charges are left).
Seal light stops enemies from using their special abilities for a few turns (e.g. tadpoles poison you, lowering your "power" stat, and batterflies harmlessly teleport you to a random spot on the map). Damage light deals 20 damage to the enemy in front of you (best saved for stronger opponents). EMPs stun everyone in the room for a few turns, cure drugs restore HP, food restores vitality, blasting device pushes everyone away from you (not helpful if engaging tentacle monsters that shoot), detoxication drug restores power, storage device teleports one item to the storage (fries up inventory if you have something you don't need now but want to save for the next run), there are also sensor items for revealing all enemies or all items on the floor, and to remove darkness/fog of war from all rooms. Acceleration device supposedly boosts speed for a few moments but it doesn't seem to grant you double turns, and armor-boosting device upgrades your armor if you have any equipped (otherwise it's wasted).
Are you telling me that egg boss is included among randomly (re)spawning monsters?
Let's see what the devs say about themselves...
https://www.pointzero.co.jp/companye.html
Our company celebrated its 23rd anniversary in May 2019.
In the meantime, we have consistently worked on the planning and production of entertainment contents centering on video games.
In the industry as it moves forward, the stage keeps moving from arcade games to console games, browser games, mobile phone games, smartphone applications, and so on. And accordingly, we have introduced various new technologies.
However, we feel that what we are aiming for in business has not changed so much in such a drastic transient change in the last 23 years.
Sounds like Japanese Vogel.
By fusing the three elements of design, technology, and artwork under our know-how of tuning,we will create contents that the users who actually touches can really enjoy, and not to fall into a mere technological boast. We are confident that we have achieved an eminent standard in making "things happy to touch".
... is this a stock photo?
Hmm...
Metalix
TD? Wasn't it an RPG?
Looks painfully generic?
New wave, paths changed, towers stayed in place.
You can move otherwise expensive towers around if the enemies are out of range (they move slowly to the destination tile and can fire while moving).
The damage output is consistent, so you can be pretty sure that a chain of enemies passing by the tower will be equally damaged by it.
Here I discovered it's not advisable to move towers through enemy paths (they have a small pool of HP and a few collisions will blow them up; RIP laser tower).
Selecting a tower, you can repair or move it, and upgrade a few stats (each duplicate tower you place costs more than the previous one so you have to balance out when to upgrade vs when to place a new tower).
Boss monster. The fire tower to the right briefly freezes monsters in place.
Welp, the loss of that tower at the start seems to have been too much.
Jokes aside, both games are surprisingly kinda fun.