Very unique game, good puzzles and nice levels, great job!
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Taiko Tower's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Engagement | #182 | 3.467 | 3.467 |
Overall polish | #182 | 3.400 | 3.400 |
Overall | #218 | 3.311 | 3.311 |
Creative use of art assets | #307 | 3.067 | 3.067 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Nice idea. Love how the rhythm affects the game! The third level was difficult but really satisfying to accomplish.
Super interesting. It's kinda delighful when you see the whole level change on the beat for the first time.
I personally found it tough because the beats weren't rhytmic / repetitive enough ... so I found my eyes constantly shifting between the beat counter and the level, which felt overwhelming.
Overall, cool jam!
Really glad you felt that delight!
Indeed, the music rhythm was one of the more difficult parts, I started really late into the jam and had little time distributed to work out how to best match a good rhythm and map design. You also made me realise the placement of the beat counter could be improved too. Thank you!
Quite interesting! Definitely the most creative use of assets I've seen so far. It was quite difficult though, it ended up as more of a memory game than anything else because you had to memorize exactly which tiles were safe in each version of the map in order to move between them in time. I think there should be a bit more lenience in the timing of the switch though, there were many times that I died even though the death animation played in an in-bounds square; I'm not sure if I was a couple pixels overlapping the wall or if the sprite kept moving briefly after death, but it happened quite a bit and wasn't a great feeling.
Thank you for your suggestions! Indeed, that is the biggest bug in this game, that the player is locked only after the collision is registered one or a few frames too late, which allows the player to get by even if they get caught. Will definitely fix that. Will also see how the map can be better designed to maximise the concept!
That was difficult, but it was fun and well done! I didn't get to the end, but I think I got close--I was in the room with the pipes? I really appreciated the checkpoints in the earlier levels, especially in the 2nd room.
Good job!
Clever idea! I dont passed it all (but passed first level! :D).
I think it can be a good game in future!
Nice use of graphics, and an interesting Idea I have not seen yet. Though the game kept jittering and a way of restarting would be nice. Well done!
I enjoyed this dimension hoping beat game!
I found it challenging getting used to, but satisfying once mastered.
Where you were going in the second stage was obscured by the sound-bar; it would have been nice to transverse horizontally rather than vertically so you can see where you're headed.
Good game though. Great use of sound.
I really like the core mechanic of understanding the music to move around. The enemies - snakes turning to grass etc. - is a nice touch. I like the idea of the worlds being so distinct.
Currently I found the timing a little too difficult, but not impossible. Moving to a new room felt satisfying.
It would be cool to see more interactions between the worlds - e.g. hitting a button in one to open a door in another.
Good game, I liked it.
I noticed the textures aren't sharp. You can change that if you go into the texture asset and change change the filter mode from "Bilinear" to "Point (no filter)".
The way you experimented with different genres was interesting. I could see how one could make a separate game for each one.
I couldn't get behind the rhythm, drums felt too bland and I myself was mostly ferociously clicking to get to the next safe spot before it is too late. I only finished the game since I was told that there are only three levels with different themes.
The green color of the grass in the second level was too saturated. You should tone it down by a notch.
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