Update: Cyberdoom Tower has launched on Kickstarter as part of the Blue Collection of micro games along with One Card Dungeon and Insert Coin to Play, and the campaign will run for 20 days. You may back just one or all three games, or purchase them as PnP. A neoprene mat and t-shirts are available as add-ons.
Our preview post below was published on May 13.
Cyberdoom Tower is a 1-2 players dice rolling game in which you must fight a malevolent AI by venturing into a tower full of deadly Sentinels. It will launch on Kickstarter on May 18 along with One Card Dungeon (solo) and Insert Coin To Play (non-solo).
In Cyberdoom Tower, you are playing as a trooper, and your character has two stats: luck and energy. If you ever run out of energy, you lose the game. To set up the game, you pick four “floor” cards out of the six available, and put them on top of each other. Each floor card is made of an “elevator shaft” and six sectors. Sectors may offer a looting opportunity, hold a key, or allow you to refill your luck or your energy.
The game is played in a sequence of rounds, and if you haven’t won by the end of the twelfth round, you lose. On your turn, you have three Action Points that you can spend to either move or attack. To move, you spend as many Action Points as sectors you move through. When you finish your move, you must hide from the Sentinel guarding the floor by rolling a die to beat a value equal to the sector number (from 1 to 6) plus the current “Anti-Stealth” stat of the Sentinel, determined by the sector it is standing next to. If you fail to hide, the Sentinel activates and you can no longer hide, or loot, or grab a key until you defeat it. If you succeed in hiding, you can loot the sector to find better equipment parts, or grab a key if it’s there.
To attack the Sentinel, you roll four white dice and two red ones. You must then fill boxes on the Sentinel card so that the die value is higher than or equal to the value of the box. Depending on the sector specification, some boxes may also be filled with red dice only. If you manage to fill all six boxes of the Sentinel card, you deal it damage equal to your weapon’s power.
When the Sentinel activates, it attacks you if you are within range (again, the stat is specified by the current sector), and then moves one step closer to the elevator shaft. Once it reaches it, you can no longer explore the floor, and if you are still there, you are stuck and lose the game! Note that, each time you fail a dice roll, be it to hide or to attack a Sentinel, you unlock abilities that you can use later on to mitigate the dice results.
If you manage to gather three keys, you can go to the top of the tower and engage in the final battle against the AI master. If you defeat it, you finally win the game!