You oughta give this speedrunning-platformer game another chance one day. You've really caught lightning in a bottle with the funky controls and physics.
That being said, I wish you luck with both your RPG games!
Destroyanad
Creator of
Recent community posts
It took my roughly 20 minutes to load into the game. I left it in the background to load and forgot about it completely until the loud intro sound started. I clicked easy to get a hang of the game, exploded one of 2 bombs and ran out of any to defuse. Couldnt find a way to restart so honestly just left so i wouldnt have to reload the game again.
It looked like it would be interesting though!
A really cool concept that just needed to be cooked a little longer! Understandable considering the 72hr time restraint, but i would love a full version of this one day! I love the art style and the shader for Ozzy was really cool!
Complaints:
Font is a pretty hard to read, i couldn't even understand the dogs name until near the end; i thought it was Dzzy.
Ozzy was a bit hard to control at times, i thought it was only mouse based, not realizing for awhile that he also reacted to WASD
I failed the first event where the dog tries to kill the man because i couldnt not tell what i needed to do before the bar was already halfway gone, most likely because of the font
Failed the last one twice and had to play the entire thing over. Really glad the difficulty lowered
I was actually pretty invested in the story but the ending was very anti-climatic
Nice game! I felt like the last level was a bit unfair; Falling without being able to see where the bombs are. I think the "Falling activates bombs" should be right at the end of the platform, and an arrow pointing left to tell you to fall left because i thought it was just talking about jumping onto the bombs, not an AOE like sprinting
Thank you so much for playing! I've not heard of Tricky Towers, my game has massive inspiration from an old childhood math game i used to play on SumDog called "Junk Pile". I'm glad you enjoyed the accurate colliders, i was hoping they would not be a pain and i think i managed it well. I planned on audio, but considering how many bugs there are, i think you can imagine the time crunch i was on XD
I really appreciate the feedback :D
Very unique game, i really loved how the ingredients interacted with eachother, almost like a card deck in a way. I would love a way to curate my "deck" and toss specific ingredients. After i got enough ingredients i just started spamming 1-2-3 and i was making BANK.
I really enjoyed the whole bubble popping system, its a very smart way to calculate stirring and potency.
Overall: Very well polished, great premise, visually pleasing artwork, and very satisfying sfx :D
Thank you for playing! I'm glad you enjoyed it. I'm currently working on an update for this project. The friction will be bumped down and i'm looking at some different physics engines for godot to hopefully improve the simulation accuracy. The tower freezes at each checkpoint because the weight of all the objects starts vibrate and slide the lower objects leading to death-by-physics glitch.
I also plan on adding a fire system and a fire extinguisher tool.
Very cool idea and the art is lovely, but unfortunately the game (exe) is too buggy to really play.
The intro notice about the engine disappeared to fast to read
The first button of most menus is always highlighted. Idk if thats intentional as a tutorial or not but its strange
Text is inside of eachother in some aspects.
The rune image that follows the cursor gets blocked by the table when moving my mouse down
I rewinded because the box did not go where i wanted. The box rewinded then teleported back to where it was?
Wind spell seems to not be directional so i could not push the box backwards to hit the pressure plate
(Windows 10, integrated graphics)







