>>12020186
Going in blind, no guides there are a few games that atand out.
Deadly towers:
>take everyhting hard about a janky game like festers quest and make it 20x larger and ramp up the difficulty exponentially
>more obtuse janky game design
>all dungeons are hidden and you are simply teleported into them, and they all have identical rooms. They are 16x16 (256 room) grids that loop right to left and top to bottom, and no minimap
>invisible enemies later on
>no invincibility frames after being hit and some enemies fly into you and sit inside you hitting you multiple times per second, more or less instant killing you
>knockback from some enmies can throw you back onto the previous screen or knock you off a ledge
>some rooms have enemy placement right at the spot you enter from, so you are already hit and taking damage as the screen loads
>simply walking parallel to a wall can get you stuck due to glitch programming, you cannot walk along a wall, but enemies can
> Every death returns you to the start of the game.
>all consumable items lost on death, and some shops with items are inside the above mentioned dungeons
>you attack by throwing a sword but only one projectile can be on screen at a time, so if you miss you have to wait for the sword to very slowly cross the screen and despawn before you can attack again
>possibly the worst hitboxes of the 8-bit era
>after the ordeal of the dungeons you reach the base of the 7 towers and the game now truly begins, it becomes like mega man where you have to find the right order to do them in or you are absolutely fucked
>the towers have "paralell zones" that you can randomly enter through hidden teleport spot, and they are a harder version of what you just endured, and the exits are hidden.
>there are also secret rooms you are unexpectedly teleported into full of the hardest enemies in the game who swarm you before you even realize you entered the room
>entire game is just brute force trial and error