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[GMTK2024 Jam] Tower of Scale's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #1006 | 3.542 | 3.542 |
Overall | #1968 | 3.333 | 3.333 |
Creativity | #2206 | 3.375 | 3.375 |
Style | #2933 | 3.083 | 3.083 |
Ranked from 24 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 the tower + Scaling your power - see description for details
Development Time
96 hours
(Optional) Please credit all assets you've used
The Victoria Bold bitmap font has been taken from https://opengameart.org/content/a-package-of-8-bit-fonts-for-grafx2-and-linux and it available under CC-0 (Public Domain) license.
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Comments
Really unique and fun game! At the start the idea seemed really basic, but new mechanics later on really made game super interesting! Great job!
Reminds me of those crappy mobile ads, but actually done well
I probably shouldn't have saved all of the armory blades for the end. Got a score of 24 million
That was more or less the intention, to take that simple concept and make something fun and interesting out of this, to give it some substance.
There are a few very intended vorpal blade uses other than the tutorial one, but there is a decent amount of vorpals over the course of the run - elixirs are the ones that you are expected to save till the end. You definitely can save every single elixir until just before picking up the crown, with the exception of the single mandatory one that stands on your way - doing so will skyrocket your score into billions. It isn't the easiest thing to do, but it is very much possible to optimize things that hard.
Loved it! mechanics are cool and forces you to think well about your actions. the Undo function is a good idea so that you can quickly correct without the frustration of restarting the game :D
Very Simple concept with an interesting take on the jam's theme! Great job completing the jam!
this game have a mechanic that have destroyed my brain and this game is so beauty and good
Most unique one I've seen so far especially the interpretation of the jam's theme. I like the simple graphics and alright mechanics that feels polished enough, I'm a fan of bite size or lightweight games so that's a plus. Although I'll have to say it does feel less engaging and it being silent doesn't add anything.
I love the aesthetics, miss sound though. It wasnāt clear at first but got much more engaging once I caught on to what was going on! Would love to see more mechanics added.
I did consider adding sounds, but I have decided against it - while the extra feedback for what's happening would certainly be nice, I felt I could as easily ruin the experience with poor choice of sfx.
I do have quite a few ideas for more mechanics, as well as a metaprogression system that let's you improve between runs on many different towers, but whether anything will come out of this will remain to be seen - real life and work being quite tiring is certainly something that may stop me here from getting a post-jam version to any sensible place š .
Honestly really love the graphics, reminds me of mine sweeper times, it was rather difficult to know what to do at start, but man its a nice game!
Broke my brain. Love it
Was worried for a second that this would just be one of those mindless numbers games, but quickly realized it was, in fact, a mind-racking numbers game instead.
At the moment I donāt quite have the time to make it all the way to the end of the game, but what I saw interested me enough such that Iāll most likely return to it sometime to see if I can indeed scale this towerā¦
Really like the 1-bit visual style, also! And seeing an Armoury and a Bank in a strictly tile-based game like this immediately put me in mind of ZZT, which is a definite boon. Fantastic work!
Love to see LĆVE! Very cool puzzle framework with the potential for a lot of interesting puzzles. It's cool that you can go into previous rooms, but I worry it can lead to you getting stuck because you made a mistake 3 rooms ago (maybe you've ensured that's not mathematically possible but it sure felt that way when I got stuck).
I haven't tested it extensively (after all, there is only so much one can do in 4 days), but I feel like at most mistakes on the previous floor can screw up your run to force you to spam undo. I tried to not go too ham with the difficulty and push it more into the optimization potential, especially in the second half of the tower which is far more open ended.
Thinking back, I should probably have thought about telling players ingame that the undo queue has no limit - you can even undo from the end back to the beginning, so any mistake can be fixed. Granted, it would be more cool to provide also a ton of saveslots, but good luck figuring out how to implement saves during a jam without compromising the extremely important for this type of game level design.