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Tower of Creation's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #617 | 3.831 | 3.831 |
Overall | #751 | 3.562 | 3.562 |
Fun | #986 | 3.326 | 3.326 |
Originality | #1104 | 3.528 | 3.528 |
Ranked from 89 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
In Tower of Creation you have to create your own level, by connecting the start room with the end room. The player can shoot bullets from his weapon, which connects to the player. This connection deals damage to enemies.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
Awesome idea having a puzzle element to the rogue-like experience! It was super satisfying to build your own level
I like how you incorporated the mechanic of building your own dungeon even though you could easily fit the theme just with fighting system! That was nice experience :D You could add a bit more feeling to hitting enemies :D
Thanks for your feedback. I get that the game is missing a few more player feedbacks. I did the dungeon creation first and then wanted to implement the theme into the overall gameplay too.
I'm glad that you liked my game though.
I like how there's different room types to build from, and that you're encouraged to use the enemy rooms since those give you more powerups. The weapon is pretty fun to play with, since the tether means your positioning is pretty important. I also like how the enemy bullets leave themselves behind for a little bit, requiring you to put a little bit more thought in your movement.
I'd definitely put in some visual and audio feedback for when you hit and kill an enemy, the damage number alone isn't enough. An enemy should flash red briefly and a short audio blip should play when it takes damage. I'd also put in a small camera shake effect when you kill an enemy. Those additions alone would make the gameplay feel much more satisfying. The game would also benefit from more types of enemies. I'd add in something that explodes into bullets when it dies, so that you'd have to be more mindful of where you're shooting. Finally, I would decrease the number of enemies in the starting rooms, then scale it up. The first time I played, I was overwhelmed in suddenly dealing with 15 things shooting at me.
Great game overall, the weapon was very fun to use and I really like the level building concept. I had fun rampaging through the rooms with a gazillion damage upgrades.
Thank you very much for the detailed feedback. I actually wanted to include all of your suggestions, but unfortunately i didn't had more time for that, especially because i worked alone. Even if some of the things you suggested are rather easy to implement, my code is not modular at all though, so implementing more features would have take even more time. Definitely something i learned for later jams, modular code is just awesome.
I'm glad you enjoyed the game.
This game is so creative and fun. It took me a while to get familiar to the attacking system but totally worth it.
But I did meet some bugs while placing the block. The remaining number decreased when I clicked it. Even though the number was 0 I still can drag and place blocks from it.
Thanks for the feedback. Unfortunately i wasn't able to fix the bug in time. Fortunately, it's just a visual bug of the number.
I am glad that you enjoyed my game.
Really cool! The art was nice and it was fun to focus more on dodging bullets since just running around with my lasers beams damaged the enemies for me, haha. The level building was an interesting switch from typical procgen levels. Good job!
I see excellent artwork and very smooth controls. The concept perfectly fits the theme.
Here are a few places I think you might want to touch upon- When I collect an item, a quick particle effect followed by making it disappear. When you hit an enemy you just see a floating bubble showing damage dealt; enemy knockback with very minor camera shake would do. Prevent the player from shooting when you are interacting with a UI element. Also, during level generating, I could not understand how the count of the platform affects you, because even when I did not drag the platform the count was decreasing.
Overall, I would guess you lean more towards the art side and you've done a great job being a solo dev!
Thank you very much for your feedback. Actually i wanted to implement your suggestions but unfortunately didn't have time for that, other things had more priority. Maybe i implement this in an after jam patch.
Cool game, nice presentation and graphics!
Cool game with interesting mechanics. The self floor building is pretty neat, but there is nothing stopping me from placing the good ones next to the start. The perks make the game replayable, really nice job!
Awesome game! And I don't often enjoy 2D platformer games. Props to you guys for making this game in 48 hours! GG's
Did you comment under the wrong game? I haven't made a platformer game. Thanks anyway for your feedback i guess. I actually made the game on my own.
Woops sorry, was gonna give you a comment aswell, I enjoyed it alot! Got to floor 8! Good game hope you take it further!
This was a wonderfully presented and complex game to have made in such a short time, you should be proud! The combat as a little confusing which could be somewhat frustrating but I think this is something worth working on, if you're interested in, post jam, it's really cool!
Pretty sure you should describe how combat works, because it is confusing to me first time.
Also I think the dungeon creation has a bug: if you click, not drag, one dungeon room then it will be disappeared. Or is it a feature? xD
I agree with you that the game lacks a decent tutorial.
The bug with the dungeon creation was not fixed during development. Fortunately, it's only a bug in the room amount display, you can still drag the rooms.
Thank you for your feedback.
This is the first game I play this jam that has a dungeon creator tool, really nice. Also like the roguelike powerups. Good job!
One thing I found a little confusing at first, even though I was shooting bullets through enemies, they weren't getting hit. I think it's because I was clicking past them. I thought I just needed to shoot in the right direction, but it looks like you also need to shoot in the right spot.
Once I figured that out it was fun! I love the art style and aesthetic.
The bullet itself makes no damage, but the connection when the bullet is stopped. Maybe i need to make this more clear.
Thank you for your feedback though.
I really like the idea of building the level you're about to have to beat. It adds a new dimension to strategic decisions made by the player (i.e. placing treasure rooms before battles, healing rooms after battles etc). The wand join mechanic made for a fun mix of dodging around in a bullet hell type game while trying to get enemies to walk between my character and the end of the beam. Lots of great ideas here. Nice work!
I had so much more ideas to make the creation phase more interesting, such as rooms that blocks other rooms to drag on to. Didn't had the time for implementing those ideas though.
Thank you for your feedback.
I Love the artstyle, but why are the enemy rooms harder than the boss? I also wish that the boss looked a little different, like even a different color and the fact he would fire in bursts or something. But still awesome job!
It's always difficult to balance a game in such a short of time. I even had the idea to implement several bosses and different types of enemies, unfortunately i didn't had the time (i made this game all by myself though). A different color for the boss would actually have been possible, but i never thought of that.
Thank you for your feedback.
Loved the artstyle and the idea of making your own challenge! The weapon you had was interesting as it made it more of a bullet hell challenge. Would have liked more of a tutorial because I didn't realise I was making my own dungeon at first and didn't know how the weapon work in the beginning.
Fun game well executed, great job!
I see a recurring pattern in the comments. Some have already said that the dungeon creation phase is not explained well enough or not at all actually. I have a tutorial on the game page though, because i ran out of time to implement a decent tutorial. Thank you for your feedback.
it is awesome idea to create your own level. good job!
though as a tiny suggestion i would suggest to make building stage more intuitive - i wasnt sure what to connect to what and how it will correspond to the game (for a moment i was even thinking that it is already some kind of a puzzle to solve)
Many have said that the creation phase was too confusing. Unfortunately i didn't had time for a decent tutorial. Thank you for your feedback though. Maybe i will update the game after the jam has ended.
I like the concept, but I feel like you need to enhance the enemy AI and change balance a little, I felt there was no reason to not pick attack damage any time it pops up. Also, because the lines are what damages the enemies, you need to constantly observe if your line is hitting them, instead of looking what is being fired at you or what's on the floor.
I felt a little overwhelmed by all of this, but I'd like to see this game evolve! Good work :)
As for the AI, i didn't develop them any further because of time constraints. I understand that a lot can happen on the screen and it is easy to lose track of things. This is definitely one thing that i will remeber if i develop the game any further. I think balancing is always a problem in game jams. Usually a game goes through a lot more iterations.
Thank you very much for your feedback, this is very helpful.
Perfectly fine game, but doesn't do enough interesting with the concept of "joined together" to be interesting. 2,1,4.
Cool concept. Love the stunning effect!