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Toss Up Tower's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #5 | 4.533 | 4.533 |
Overall | #5 | 4.133 | 4.133 |
SICKNESS | #7 | 4.333 | 4.333 |
Sound | #7 | 4.000 | 4.000 |
Engagement | #10 | 3.667 | 3.667 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
There's something so calming about something that should be so frustrating. I feel like there's an itch that doesn't get scratched under the surface here, the idea that something requiring a lot of focus can still be serene! Like a tough hike! I plan to conquer the tower someday, but for now, I'll say great job
Oh this is so well done!
It feels really polished and I really think the art and sound go a long way to selling the whole vibe. Didn't make it as far as I wanted to up the tower, but I think that is to be expected with this kinda game.
Oh this is so well done!
It feels really polished and I really think the art and sound go a long way to selling the whole vibe. Didn't make it as far as I wanted to up the tower, but I think that is to be expected with this kinda game.
First I really like the touch of that dither fade between the title cards. The art in general is fantastic, and the soundtrack and sfx work perfectly.
I think this is most of the way there for a rage game, which is great! I do think there are some pitfalls, though.
The big one for me is that the friction isn't quite right. For the most part it works fine, but there are particular segments where moving elements cause the game to not detect that the ball is "still" for an extended period. At the 10M flag, for example, I manage to get the ball on top of the rotating block that didn't have slime on the top... and then proceeded to get softlocked because the ball just kept rolling slightly back and forth as the block moved around, and was never still enough to let me jump again. The same thing also happened on the L-shaped block above those two, where I landed inside, came to a stop, and then the movement of the block both prevented me from jumping and rolled me off. This is frustrating in a way that doesn't feel "earned" by the game.
As others mentioned, the difficulty curve at the start feels too high, largely because of two factors. I think the beginning is maybe the weak point of the game primarily because there is no quick restart button, and especially because the spot that you start from is very difficult to get back to.
I think the difficulty curve in general feels a little skewed - I think the first two sections are much harder than the next - it only took me two tries to get to the flag just after 30M, but it took me much longer for every section beforehand.
Unfortunately, the checkpoint after 30M is where I had to call it. There's too many submissions to spend too much time, but also this game does something that most rage games avoid, and I think they avoid it for good reason - cycles. At a certain point, it didn't feel like the game was respecting my time, simply because I was spending so much of my gameplay just staring and waiting. At the spot after the 30M flag, I missed one jump and then had to wait a full 15+ seconds just... waiting for the moving block to come around again. I'm perhaps biased because I have a distaste for cycles in just about any type of game (the cycles at the end of Shovel Knight are one of the few major flaws of the game, fight me), but I also think that most of the popular rage games (Getting Over It, Pogostuck, Only Up) pretty much avoid this type of mechanic entirely.
Man what a treat. I still need to finish it (sorry, i want to have time to review everything haha), but I'm def going to sit down and try to. We don't get enough games that embrace frustration these days, it's great to play something that hasn't been so smoothed over.
I also appreciate how you kept the mechanics fairly simple. While I love me some complicated games, I also really love when a game has such a simple concept but goes over it so thoroughly in the level design. It makes that simple design feel complete and explored.
Great work, keep that shit up!!!
P.S I love the sonk title card lol. Was playing this on one of the CRT's we're gonna use at the showcase and it looked great
I love so much about this, but I'm not sure how much I can come back to it.
Art - Awesome
Theme - Awesome
Where I run into a problem is level design. The difficulty of this is way too high, right out of the gate. I love difficult games! This one just was too hard, too fast. This feels like it's trying to be Getting Over It, and maybe it's succeeding at that for some. Not for me, though. Getting Over It has so much moment to moment tension and control that a golf-like game doesn't. The controls here are too loose for a difficulty cliff this steep.
I feel like I'm being harsh, but it's because I really feel like there is something here that deserves refinement! Just pull that back just a little bit, keep it challenging, and allow someone to save their progress, and I would totally come back to this!
the music for this fits a rage game so so well; the contrast between the calmness of the music and the absolute fury i felt missing the same extra jump powerup for the 50th time really just adds to the experience. i love the added little slopes at around 40m that you could possibly roll into from a higher floor and hit a lower checkpoint. while it never affected me, i can only imagine the absolute gold that could come from that.
visuals and gameplay are great too! i did feel a bit frustrated at times with how the ball seems to lose a lot of momentum at any angle that isn't a straight 90°, but that could be user error.
really great entry, great job!
The Celeste-esque sequence at 60m is fine-tuned evil. Loved the music/sound, which really complemented the experience (I think it kept me going a lot longer than I would have made it otherwise).
I cannot for the life of me enjoy this game, but the music and sound design is amazing, the art is perfect, and I felt a lot of strong feelings about this game. Good submission.
The visuals here are stunning! I absolutely love the vibe - great use of the palette, the music is soothing, and the overall vibe here is very cozy. I will say, I didn't make it very far at all. The charge meter goes up too quickly for me to really make any solid calculations about where my lil orb is going and make significant progress. Only time I was able to make it up to the moving platform simply felt like luck, since it only got on since it got caught between the wall and the platform. I always love a good challenge, but I did think the starting point felt a bit too punishing, especially with there being no quick restart - falling of the little slope in the beginning is essentially a guaranteed loss, so only thing you can do is go into the spikes. Either way, love the wizard dude, and love the vibe of the game!
Hey, so remember when you posted a WIP of this in the server and I said, and I quote: “Kinda wanna beat you up just looking at it. Great work.”
It’s on sight, pal.
I don’t think I’m built for these kinda games, man. As someone who wants to review this, I’m kinda at a crossroads, cause all the things I wanna see added or changed would, in some way, remove some of the challenge. I was gonna suggest making the power meter a sliding scale similar to how the power meter in a golf game would work, but that means you could realistically safely bail from just about any situation, and that would make a lot off stuff easier. It’s a delicate dance, and for what it’s worth, I think you did what you set out to do and you did it well. The downside is that I have to beat you up now. I have to beat you up so hard, they’ll have to come up with a new word for how beat up you are. Like, don’t get me wrong. The art is fantastic, the music is genuinely soothing and calming which kept me grounded in some frustrating moments, and when I got up higher and high, I felt myself having fun! Till it all came crashing down, literally.
So I have to beat you up now. Sorry man, I don’t make the rules. I’ll probably give it the good ‘ol college try again, and if I get further maybe I’ll edit and leave an update. Who knows if I will, I got a looooot of games to burn through so I guess we’ll see
“True wizards persevere”
…Whatever, man. Wizards suck anyway…
Tis only fair, I beat you up in game you beat me up irl lol. Regardless I appreciate you giving it a try, I’ve had worries about people not being able to beat the game during the jam period, but making the game was oddly therapeutic so it ended up becoming a game I made for the sake of having fun developing. That’s to say your comment about achieving what I sent out to do was really affirming, so I thank you for that!
Of course! I played it up for laughs a bit, but I would argue that I had more fun moments than I had frustration. In a sense the frustrating parts are what made the fun moments of fiero feel great. I was more so laughing along with the game as opposed to getting genuinely frustrated at it, cause at a certain point you gotta have a sense of humor about falling alllllllllllllllllllllll the way back down…