NTs Apps. 한국어 Contact
Back to the app list

Isometric tower-climbing RPG

NTs: Tower Protocol

Climb a tower one floor at a time, each floor a different protocol. Every floor is inside the same building, but the zone, the room layout and the hostile species all change as you rise.

NTs: Tower Protocol — in-game screenshot
NTs: Tower Protocol

Play it here

Press the button and it runs inside this page. Nothing is downloaded until you do, so reading and leaving costs you nothing. No install, no sign-in.

For full screen, open in a new tab.

Who it is for

People who like classic isometric RPG grammar and short, floor-sized sessions

What it does

  • Seven classes. They differ only in health, attack, speed, range and cooldown — and no class leads in all five
  • Each floor runs a different protocol: clear a zone, recover a cache, survive containment, defend a core, escort an engineer, slip past surveillance, seal a circuit
  • Thirteen zones, each with its own room layout — a civic hall, a conveyor line, a stone colonnade, a sealed greenhouse, a ring corridor, a drill hall
  • Thirteen hostile species with different approaches: some push straight in, some surround, some keep their distance, some wait until you are in range
  • Every tenth floor is a zone warden — a single, much heavier opponent
  • Blocks that hide your target turn translucent, but keep their silhouette so you still know a wall is there
  • Nine environmental modifiers that change real numbers, not just briefing text
  • Three save slots. A save file that cannot be read is refused rather than overwritten, and the reason is shown on screen
  • A content editor inside the game turns floors, events and reward tables into JSON
  • Mobile stick and attack button. Runs in the browser with no install

Where it is going

This is a test of how much variety one isometric screen can carry. The first version ran all 120 floors through a single room, and playing it made the problem obvious — every floor was the same room. Now each zone owns its layout and species, and the floor number seeds the mirroring and prop placement.

The shuffling only ever preserves or widens paths. A pillar dropped into a narrow corridor would make that floor unwinnable, and because the seed is fixed it would stay unwinnable for that player forever. The build generates all 120 floors and walks each one to confirm the exits and every enemy position can actually be reached.

Written while building it

Notes written while building this. These posts are in Korean.

Status

In development

  • StartedSeptember 2026
  • Last worked on2026.09.03

Before you play

  • Still in development — the screen and controls change often
  • Progress is stored in this browser only and does not move between devices
  • WASD, arrow keys or click to move; space or J to attack. Mobile gets an on-screen stick
  • The first load fetches sprites for the class you picked. Switching class fetches more

Links

Tried it?

Tell me what worked, what did not, or what broke. Feedback is read before it is published. The feedback page is in Korean.