In a world that seemed to follow the usual RPG formula, Some Heroines Climb Up a Tower to Ask God starts with a simple quest: a Heroine embarks on an adventure with her friends to save the world. But when faced with an absurdly long game title, she quickly abandons her mission and sets off on a more personal quest: to confront God and demand an explanation for the overly verbose name. To reach the top of the Tower where God resides, she must navigate the Holy Lands—a mystical realm teeming with demons so charismatic that entering requires signing a consent waiver. Along the way, she and her companions will face bizarre challenges, unlock peculiar rewards, and explore a world where humor, sexuality, and adventure collide.
Gameplay:
Exploration and Combat: As the Heroine and her companions journey through the Holy Lands, they will encounter a variety of enemies—each more eccentric than the last. Combat is turn-based, but the quirky demons and other creatures are not just fought—they require strategic choices based on humor, consent, and negotiation. Don't expect simple sword fights here.
Choice and Consent: The Holy Lands are governed by a strange set of rules, and consent plays a major role in progressing through the game. Before entering certain areas or engaging with certain demons, players must make choices that impact how encounters unfold. Will the Heroine and her team navigate these encounters with grace, or will they fail to uphold their dignity?
Tower Ascent: The main objective is to reach the Tower at the heart of the Holy Lands, where God resides. To do this, players must complete a series of trials and face moral dilemmas that challenge the very foundation of the game’s narrative. The final question: can you reach the top of the Tower and get a satisfactory answer to why the game is called what it is?
Game Features:
Absurdly Long Title as a Central Theme: The game's humor is rooted in the very ridiculousness of its title. As you progress, the Heroine’s quest to find answers about the title leads to deeper reflections on the absurdity of RPG tropes, player expectations, and narrative structure. Players will encounter numerous references to the title, often breaking the fourth wall in hilarious and unexpected ways.
Sexual Consent and Humor: The Holy Lands is a place where consent is central to both plot progression and character interactions. These encounters, while often humorous or satirical, require careful thought, as player choices will influence the outcome. The game blends lighthearted sexuality with a deeper commentary on autonomy, making for a unique RPG experience.
Unexpected Gameplay Loops: The journey to the top of the Tower is filled with detours. Every decision in the game branches out into new gameplay loops, where players can opt to explore side stories, uncover hidden areas, or engage in strange side activities that expand the world and its characters. The game is as much about the journey as it is about the destination.
Game Tips:
Pay Attention to Dialogue: Many encounters in the Holy Lands rely on witty dialogue and understanding the underlying humor. The demons may offer sarcastic clues or mock you for your lack of insight, but if you can read between the lines, you'll gain valuable advantages in combat and decision-making.
Manage Consent Wisely: In a world where consent is everything, be sure to consider the consequences of your choices. Each time you sign a waiver or agree to something, it can alter the course of your journey. It’s not just about the big moral choices but the small ones that shape your narrative.
Explore Every Corner: Don't rush to the Tower. The Holy Lands are filled with strange secrets, quirky NPCs, and bizarre mini-games that can offer rewards or insights into the overarching plot. Take your time to explore and interact with everything—the answers to the most pressing questions are often hidden in the least expected places.