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Tower of Tension's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Roguelikeness | #1 | 4.000 | 4.000 |
Scope | #21 | 3.000 | 3.000 |
Aesthetics | #22 | 3.500 | 3.500 |
Innovation | #30 | 3.000 | 3.000 |
Fun | #40 | 3.000 | 3.000 |
Overall | #41 | 3.250 | 3.250 |
Completeness | #54 | 3.000 | 3.000 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- The mechanics of the game were rather enjoyable. Batting spikey bois into orbs, throwing enemies through windows, blowing up walls and floors - it was all great fun! As was falling out of the window 9 floors down to my death :D My biggest issues were: * After level ~15, almost all floors started generating with an ascending staircase within sight of the descending staircase (like 5 tiles away), so I could just keep ascending without exploring the floors * At about level 25, the game got into a weird state: keyboard wasn't responding anymore, even though I could wear/drop items. Dropping placed the items diagonally away from me, as opposed to right under me. I think I got into that state by ascending with a jetpack on top of a window, but can't be sure. This essentially prevented me from finishing (if there even is an end), and it felt tedious to redo everything from the start. Some notes: * Player can still use items after death * Can only restart the game by refreshing the browser tab * It's a bit difficulty to distinguish between a floor intact, and a floor that's destroyed, but has another floor right below * Once I somehow blew up the floor on the first several levels, and couldn't get to the stairs - way before Jetpacks show up. Felt unfair.
- Solid hack and slash action, very dynamic with the various kinds of physics forces, with enemies and explosions causing pushback. I think the in browser engine is pretty slick too.
- Hews to the traditional approach with a lighthearted tone and a fun twist. The mix of mouse / touch controls with text UI is very successful. Actions and inventory management are obvious. The physics system adds interest to the experience, but opportunities to make tactical use of it is very limited in the early game and ramps up slowly.
Successful or Incomplete?
Success
Did development of the game take place during the 7DRL Challenge week. (If not, please don't submit your game)
Yes
Is your game a roguelike or a roguelite? (If not, please don't submit your game)
Yes
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