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Tower Scaler's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #4177 | 2.498 | 2.818 |
Overall | #5053 | 2.391 | 2.697 |
Creativity | #5252 | 2.417 | 2.727 |
Style | #5326 | 2.256 | 2.545 |
Ranked from 11 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?
Scaling is one of the primary game mechanics and the goal is "to scale" a tower
Development Time
48 hours
(Optional) Please credit all assets you've used
All assets except the font are owned by Sunhill Studios.
Font: https://www.dafont.com/vcr-osd-mono.font
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Comments
It is a fast-paced game. And I like fast-paced games. Totally enjoyed it. Wanna see more challenges introduced later on. Well done!
I love when games break down mechanics one at a time great level design.
Nice to hear that you like my tutorial section. I wanted to keep the game and its explanations contained to the game window. I see it a bit more intuitive, if you don't have to scroll down to the game description to know, what you have to do, but sort of learn to play the game while playing the game.
Simple and nice concept of the game, and very well designed levels! At the very first it seemed very easy but i had enjoyable moments spamming bullets and moving around with a fast speed. Well done!
Happy to hear that you enjoyed the game, I kept the first real level easy on purpose to give the player room and time for applying the mechanics learned during the tutorial level.
Cool idea, I feel like the slowness of the larger character hurts the game some. The faster fire rate is fun, but then it just feels like I'm spending too much time moving across the level as this unstoppable killing machine instead of having to maneuver and strategize. I like the ghost enemies that move through walls!
Thanks for your feedback, My idea was to offset the slowness of the character in the big state by increase the fire rate to make him be able to defend himself without dodging the enemies to let the player switch between two playstyles during play (slow => dodging, fast => shooting) but I missed balancing that mechnanic.
Cool game. The changing of speed is too important when tou become bigger it makes you feel heavy in a bad way. It lack also of feedback for the hitbox, at several moment the game restart because i was hit by a small monster but it was so surprising that it feel unfair. The execution work fine, i was a little bit jealous because i had the same kind of idea but didn't make it work. Nice job.
Thank you for your feedback, most of our points are the result of aiming for the < 48h category and thus omitting polish , I tried to compensate the movement speed of the heavier character with an higher fire rate but it really feels sluggish at times.
Nice game! A couple suggestions I have is to let people left click to shoot instead of space and to make big enemies faster and small enemies slower, since as it is big enemies are always the weakest, they are the easiest to kill and the slowest, while small enemies are always the strongest, hardest to kill and fastest. Also, there is a glitch where the pits can be walked over as medium size if you were big and then finished a level or died.
Thank you for playing, I had to cut most of the planned final polish to finish inside the < 48h category. And thanks for noting the issues (I guess this is the price you pay when converting a Godot C# project to GDScript last minute just to be able to play it in the browser).