A more thorough review:
All Towers is a post-apocalyptic game that uses the 22 Major Arcana of a Tarot deck, though you don't need to know the meaning of the Arcana to use them in this game.
At the heart of All Towers is the Tower countdown mechanism that creates a pacing and tension that can get rather intense; after all, your deck of inspiration is only 20 cards in size at the start of the game and whittles down further and further.
Despite the small deck size, All Towers doesn't generate games that end in just a few turns due to how the Tower is used:
* the Tower and World (the "world is saved" card) aren't inserted until you hit specific trigger cards in the deck (such The Sun or the Hanged Man)
* you need to come across the Tower three times for the world to be destroyed if you haven't drawn the World yet;
* and drawing Judgement acts as a Tower count reset.
This creates rising tension, as you have a period of time where the threat of Tower looms in the distance, then the Tower comes closer and closer to ending your game as your deck whittles down; but you can have a temporary reprive in Judgement---indeed, the way Judgement is used, it's almost guaranteed to happen.
I'll note that the use of the Tower card specifically as the countdown to doom mechanism, and Judgement as a reprieve, and the World as salvation are extremely thematic to their original meanings in Tarot, which I find neat.
The rest of the cards have prompts tied to them with nice inspiration examples to make use of.
I always recommend inspiration aids (Story Cubes, opening a book to a random page and picking a random significant word, etc) when playing solo journaling games, because you don't have other players to bounce ideas off of.
I very much like All Towers, because it's provided me with much-needed catharsis as I imagine a world I survive and make better, rather than sinking into catastrophizing despair, even though I prefer quieter games. For those who like a tense experience rather than one more at ease, All Towers is ideal.