I love it RΓ©mi, I hope youβre doing well. π
Ben π
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I just finished running a game for two other people with this using the sample dungeon. It was a lot of fun, very easy to tweak on the fly and make interesting situations for. The only issue I ran into was the one with rooms 6 & 7's descriptions being swapped which I see has already been mentioned. I'd give it a solid recommend.

Towers is an open-world, exploration and narrative game about finding towers in an island landscape. It feels like a mix of SoTC, Dear Esther and Vane. I created it solo over the past 7 months as an entry into the Open World Jam that's currently running on Itch and Glorious Trainwrecks.
You can get it from it's Itch page here! Thanks for taking a look.
Managed to piece together... something that made it a whole 12 meters... https://demoman.net/etcetera/piston-bot/?machine=18.2-41.2-49.11-13.11-13.29-49....
That was a lot of fun.
Thanks for playing! I actually prototyped a number of different placement systems, including flipping pieces, but it was really confusing to work out where colours would end up so I decided to leave it out for this version. Perhaps if I decide to take it further I'll work out a less confusing way to do it.
Thanks for breaking the game! I put a patch up to hide the score issue. I specifically chose a large value score and did wonder if anyone would exceed it, but I thought I'd wait and see as I didn't go over the limit myself.
I'm actually excited that you found that strategy to 'solve' the game. As you guessed, I didn't correct the movement issue due to space - I preferred to prioritise the gameloop and I'm happy with the choice I made there. I did wonder if a strategy like you're describing would be possible - the spawn rings are there specifically to make you aware of the spawn positions to let you 'surf' the laser and not die to randomly spawning enemies - so it's nice to have that confirmed. If I did expand the game then a mechanic based around that would be interesting I think.
This one had a lot of character, the screaming blocks were a nice touch. I got a stuck on the "momentum" level, I think some of the friction and jump timing made it hard for me to get a good flow going on that one. But I liked the concept overall, and it'd be nice to play a post-jam version if you're planning to do one.
Thanks for taking the time to play it and give your feedback!
Screen shake is hard to balance and I wish I'd had time to put a setting in to tone it down, but unfortunately I had to just best-guess it in the last slice of time I had left for the jam. I think I need more time to work out a better way to convey what is happening that won't make people uncomfortable. Thanks for completing it despite this.
This was really great, I would love to see a more developed version of this.
I think the only two pieces of feedback I would give - firsly a lot of the playtime I spent just following the graph and it was rare I could make any meaningful choices. If the game had played through the graph for me, and only let me choose when there was a choice to be made then the battles would have been over a lot quicker, and I could have spent more time developing the graph, which is what I wanted to do more of. Secondly, it would have been interesting to see the enemy's graph ahead of time, so that I could try and design my graph to defeat theirs. That being said, that would change the nature of the game quite a bit, so ... I dunno.











