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Twisting Tower's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation (visuals) | #86 | 3.727 | 3.727 |
Overall | #94 | 3.652 | 3.652 |
Theme | #105 | 3.818 | 3.818 |
Concept (gameplay) | #112 | 3.409 | 3.409 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
A little bit hard for me but it was fun!
Really good game and concept, i had a hard time trying to go up the tower, but it was fun.
I really enjoyed to play the game. Nice and interresting level desgin! :)
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The overall use of the assets was good. I think the game system structure is great.
Nice to see 1-bit graphics! There are a lot of tricks and I had a lot of fun clearing them.
Great mechanism and fun gameplay :)
Great mechanism and fun gameplay :)
ill admit this slightly made my head spin , nice job !
Cool little platformer. The rotating segments work very well with the level design.
Pretty fun platforming! I liked the time stop during the rotation of rooms. I'm not sure if it was intentional, but there's a walljump that goes super high, and I enjoyed that!
Yeah we chose really floaty and forgiving movement to make navigating the long vertical towers easier :D I'm glad you enjoyed it!
Wow, really impressive the quantity of mechanics that you've managed to do! I liked the rotation animation, it was kind of dramatic, I wasn't expecting it haha. Its cool that you thought about the level design for both the normal and the rotated level. I was a bit confused with some things like the level count, because when I started the game it was already at level 4, and the powerups, there was no explanation to what they did. But overwall it was a nice game!
Thank you for greatly for your feedback ^_^. Our itch.io page has explanations about everything but as I found out (and I didnt do this for other peoples project either) nobody really reads those. The game definitely needs some ingame tutorial. Oh and the level means how many rooms the tower will have which also wasn't explained so I can understand how thats confusing; we have to change that if we continue working on the project :).
I think there might have been a bug of sorts as I was able to buy all the colors for my character after completing the first room? I'm not complaining, that yellow looks great :D
I would've liked more challenge, as I've managed to complete all the towers I've tried, before I figured out that powerups are bound to "E", not "B". Maybe some enemies with projectiles, falling traps, etc? :)
All in all, fun, hope you expand it.
BTW, we tried multiplayer, didn't manage to get in the same room, even though we typed in the same number, tried while logged in, while logged out... Oh well.
Thank you for your feedback! Yeah we accidentally set the players keys so that they can buy all colors and didn't have the time to change it..
If we keep working on the game we definitely want more hazards / enemies, falling traps are also a great idea, thank you :). Originally the idea was that most of the challenge comes from playing against other people and being the first to get the key to the door but as the multiplayer was not getting done fast enough (or atleast not stable) we added the singleplayer mode.
I'm sad to hear that the multiplayer didn't work :/ While testing we had quite a few bugs especially in the multiplayer but we were able to play together .. We didn't have the time to test it in webGl though, so that might have been the problem somehow ^^.
fun!
I really like this, probably my favorite entry so far theme wise because it really makes rotation a core mechanic (and does so well). When I noticed I couldn't progress without using the fact that rotation a room also rotates my character I had a really nice "aha"-moment.
I do feel like the powerups aren't self explanatory enough (sorry, I didn't read all the text), and I managed to accidentally move myself out of the stage. I also think the jump is too floaty, and in the level I played I didn't actually need to rotate all that much to move further up. But I think there is real potential here!
Thank you very much for your feedback! Yeah the powerups are too buggy and not self explanatory at all. We cant assume everybody will read the texts and even then they will probably still be strange ^^ Should we continue this project fixing and improving the powerups will be high priority :)
I liked every part of it from the rotation concept to the pipes, enemies, key, and belts. I can equip all colors from the start which I think is unintentional. please check out my submission :D
Hey, thank you so much for your feedback, we are happy you liked it :)))
Yeah the color thing is unintentional, for testing purposes we gave us so much keys, that we could buy every skin, but forgot to change it for the final build :D
Very interesting concept with the randomized maps.