Sorry, there's no screenshot showing for me. The rewind system (see spoilers hidden on game's page) is designed to help if you need to retry puzzles, collecting disks may also cause you to get 'stuck' but for those you're supposed to reset.
Ben π
Creator of
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I just finished running a game for two other people with this using the sample dungeon. It was a lot of fun, very easy to tweak on the fly and make interesting situations for. The only issue I ran into was the one with rooms 6 & 7's descriptions being swapped which I see has already been mentioned. I'd give it a solid recommend.
Towers is an open-world, exploration and narrative game about finding towers in an island landscape. It feels like a mix of SoTC, Dear Esther and Vane. I created it solo over the past 7 months as an entry into the Open World Jam that's currently running on Itch and Glorious Trainwrecks.
You can get it from it's Itch page here! Thanks for taking a look.
Managed to piece together... something that made it a whole 12 meters... https://demoman.net/etcetera/piston-bot/?machine=18.2-41.2-49.11-13.11-13.29-49....
That was a lot of fun.
Thanks for playing! I actually prototyped a number of different placement systems, including flipping pieces, but it was really confusing to work out where colours would end up so I decided to leave it out for this version. Perhaps if I decide to take it further I'll work out a less confusing way to do it.
Thanks for breaking the game! I put a patch up to hide the score issue. I specifically chose a large value score and did wonder if anyone would exceed it, but I thought I'd wait and see as I didn't go over the limit myself.
I'm actually excited that you found that strategy to 'solve' the game. As you guessed, I didn't correct the movement issue due to space - I preferred to prioritise the gameloop and I'm happy with the choice I made there. I did wonder if a strategy like you're describing would be possible - the spawn rings are there specifically to make you aware of the spawn positions to let you 'surf' the laser and not die to randomly spawning enemies - so it's nice to have that confirmed. If I did expand the game then a mechanic based around that would be interesting I think.
This one had a lot of character, the screaming blocks were a nice touch. I got a stuck on the "momentum" level, I think some of the friction and jump timing made it hard for me to get a good flow going on that one. But I liked the concept overall, and it'd be nice to play a post-jam version if you're planning to do one.
Thanks for taking the time to play it and give your feedback!
Screen shake is hard to balance and I wish I'd had time to put a setting in to tone it down, but unfortunately I had to just best-guess it in the last slice of time I had left for the jam. I think I need more time to work out a better way to convey what is happening that won't make people uncomfortable. Thanks for completing it despite this.
This was really great, I would love to see a more developed version of this.
I think the only two pieces of feedback I would give - firsly a lot of the playtime I spent just following the graph and it was rare I could make any meaningful choices. If the game had played through the graph for me, and only let me choose when there was a choice to be made then the battles would have been over a lot quicker, and I could have spent more time developing the graph, which is what I wanted to do more of. Secondly, it would have been interesting to see the enemy's graph ahead of time, so that I could try and design my graph to defeat theirs. That being said, that would change the nature of the game quite a bit, so ... I dunno.