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Tower of Doom VR header art

Tower of Doom VR

Like the eye of Sauron in the Lord of the Rings, the player stands atop a tall tower overlooking a vast landscape. As enemies march in from all directions, the player must cast spells using various hand-tracking poses to ensure their survival. interactive simulation/art-piece with unique controls.

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Search Google: Who developed Tower of Doom VR?Developer scaleThe operating scale of the game's developer.
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Search Google: Who controls the creative direction and IP for Tower of Doom VR and Arman Jordan and Marcus Williamson?Creative controlWho appears to retain creative control of the game.
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About the Game

Overview:
Like the eye of Sauron in the Lord of the Rings, the player stands atop a tall tower overlooking a vast landscape. As enemies march in from all directions, the player must be creative with how they cast spells using hand-tracking poses to ensure their survival.

The player will shoot lightning from their fingertips, hurl exploding fireballs, and phase in and out of existence as they fight to maximize their score.

The perfect experience to share with someone.

Design:
A dark fantasy bow/tower defense VR spellcasting game.
An interactive art-piece with a unique control scheme.

Key Features:
- Splaying your palm casts a continuous lightning beam that cuts across the land.
- Forming a fist charges a fireball, which can be thrown. Upon detonation the damage, size, and duration are determined randomly based on charge duration.
- Two obelisks lay at the base of your tower, which explode upon enemy contact. When both obelisks are destroyed, the player loses.
- Various monsters emerge from the surrounding forests, canyons, mountains, and deserts.
- Human enemies, accompanied by a boss enemy, rush towards you from the nearby castle.

Upcoming Features:
- Ethereal snap (allows the player to dodge out of existence for a split second)
- More spells
- Spell tome (the player can flip through between waves to upgrade spells)
- More environments
- More towers
- Subtle narrative
- Morphing environments