Oh, what I would've given for more polish time. Especially after seeing the winners of the jam. Will definitely be hard scheduling a landing phase next time!
SudoHero
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Agreed. Mostly a time factor, but also a skill one. None of us are artists or level designers, so we were kinda bumbling our way through both. Started to get a better feel by the end, but I wish we had more time to fix up the worst areas in terms of visual clarity and difficulty. A great learning experience though!
Very engaging concept, but the balancing made the experience quite rough. My main issue was never getting enough coins to ever place anything but the smallest towers. Maybe giving coins for monster kills in addition to the matched coins? However, the core mechanic is a fun matchup, and I'd definitely like to see where it goes!
Extremely neat play on a Papers, Please type concept. Perfectly fitting with the Tower theme, and all of the visuals and audio and great fits for the game's own theme. Scanning the frequency, catching the morse transmission, and trying to decipher them with the handbook is a very engaging little loop. Very cool!
Very cute art, but not quite sure where the Tower theme is or what I'm meant to do other than avoid for a bit. I'm guessing the little ball at the bottom was randomly shooting at the birds, but sometimes the little projectiles would just appear from off-screen as well?
Anyway, a little confusing, but the art and animations are great!
Awesome work! I love the aesthetic. Mapping the 2D game around a 3D tower is pretty genius. The game controls well, with a good jump arc and decent hit detection. The tower stage has good flow, and descending the tower instead of climbing it is a nice change of pace. :D Only had two teeny tiny little bits of feedback:
- Getting hit by enemies wasn't always clear. Wasn't always aware that I'd gotten hit until the game restarted.
- Coins would pass right through the character's head, though it looked like they should've been collected without having to jump for them.
Very cheeky use of an old wildcard to make a little Ring of Pain-like. Card art is nice, and the controls worked well. Had some feedback on the gameplay:
- The loop for each ring is Spells to increase stats, then fight Monsters, and heal with Potions, yet the leveling spells were always placed in the back of each ring, making the progression not obvious at first, and then requiring you to scroll around to them each time once you understand the loop.
- With the spells just adding stat points, there wasn't a lot of variety in the strategy. Additionally, win or lose often just came down to how many Attack Up cards you managed to get, since even with high Defense, HP, or Speed, beating Monsters in fewer attacks is always more HP efficient since they trade damage with each attack.
- One run made it through the third Ring, and no 4th Ring spawned in, leaving me with just zero cards to interact with. Not sure if this was a bug or just the end of the game.
Wow! What an amazing looking and polished little game! The art is adorable and so well done, and the music and audio are just perfect for setting the tone. The point-and-click adventure controls worked well and the puzzles were logical and straightforward. Only got caught up on what to do with the herbs for a small bit. Extremely impressive! Well done!
Cute little game. An explanation of all the controls in-game would've been helpful. (I didn't know about the collection menu until I started reading the comments here! XD) Platforming felt good, though landing on some of the small platforms was a bit tricky with K+M. Visuals are good, the music is great. But I couldn't manage to get past one jump in level 3. It seemed to be too high to jump to with the reduced out of water jump. But it was fun while it lasted!
Not sure where the Tower theme was supposed to come in, but I'll always enjoy a good Star Fox-inspired romp. Had some bugs in the browser version, including some freezes and one (I think) crash. The audio also seemed to get choppy when a lot of effects were trying to play on top of each other.
On the gameplay, I think adding a bounding box would be a good idea. I felt like I was outside of the planned stage most of the time, so I probably missed what I was supposed to do. Also, while the aim assist was a good idea, I think it's a bit too loose. I saw the yellow crosshairs lock to things my actual crosshair wasn't near, which was a bit disorienting. Lastly, the dialog boxes tended to get in the way of some of the action.
But neat idea, and some bugs aside, not a bad execution! Cool stuff!
Very cute little game. Really like the character art, and the intro scene was great. Gameplay-wise, nice little balance puzzler. I think the bounce on the items is a little on the strong side, but that's part of the difficulty I guess. Just a little unpredictable.
Did notice a couple bugs. On one level, the little brother's animated tail just went all white square, and on level 3 I think, I was able to beat the stage even though the trash bag on top was still rolling down the pile, so big bro ended up climbing up thin air. Small things. Anyway, good job!
Nailed it on the aesthetics. The music is perfectly chill, and the pixel art animations are great. The effect of the cards burning up is especially cool. Controls are simple and intuitive, and the game mechanics are solid. I could see myself just losing hours going at runs on this. Only bit that wasn't quite clear was the discard mechanic. I couldn't tell whether discarded cards were being burned up or returned to the deck. But that's really the only flaw I could find with this! Great job!
Very well done. The procedural generation of the levels is just really neat to see. Movement also felt good though I had a couple of issues with the wall run / jumps:
* The vertical wall run / clamber felt good, but it was hard to judge visually whether I'd be able to get up onto a platform with it or not.
* I felt I always wanted the horizontal wall run to go a bit further than it would let me. Maybe it's just relative to the space, or from previous experience in other wall-running games, but I kept falling short.
* The wall jump kicks pretty far out, and will do so automatically if holding the space bar from a previous jump. I kept accidentally wall jumping out into open space and falling.
The environment is very cool, and especially since it's based on a real-life structure. The music and the audio effects are all great. Visually, I did have an issue with the lighting just being too dark generally and thus finding it difficult to make out where I needed to go next sometimes. Whenever areas were lit with the lighted windows, it was fine, but areas without those could be difficult to navigate.
But overall, very cool and inspired game!
Thanks for the feedback! Yeah, had to come up with something for the enemies that a non-artist like me could whip up in time. XD
Also, I think Stage 2 might suffer a bit from "designer's gotten too good at this" syndrome. Just tried to really expand what the player can do with the mechanics by the end.