This is a very cool concept. It is pretty polished and clever - great organic teaching, engaging core game loop. One observation I have - and unfortunately I don't have a suggested solution - is that the folding around the purple restrictions is a bit hard to calibrate. Sometimes it seemed like I could fold more space than others, and I'm still not entirely sure why. Regardless, this is coming along swimmingly!
Tower Illusion II
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Thank you for playing and for the kind words!
The stars occupy three parallax layers with a motion ratio of .8, .6, and .4. the furthest layer also has a very subtle constant motion. Something like 1 pixel per second.
They are made of noise textures with an aggressive color gradient from transparent to desired color.
This was great! I love the art style and the point and click adventure mechanic mix. There is a great amount of background story included here that is engaging, and I want to know the rest! When I was in front of the museum, I encountered a glitch. The cursor got stuck between icon switches and it also got stuck on the ground between the building and the sun in the background. I had to restart to get past it. I hope you complete the game after this. Nice work!
I recently made a space planting/harvesting game for Brackeys! So cool to see a similar concept implemented in a completely different way!
The atmosphere is great and the environment is pretty straightforward. I think some focus on polishing the UI and character controller would be great; right-click to harvest was a surprise when everything else is keyboard-based.
Keep up the great work!
The mechanics here are solid and it would benefit from further polish.
The music is a great choice for the deck building / resource management portions of the game, but I think something more fast-paced would be good for the action sequences.
There's also a lot left up to chance - the card draws, the ship movement, the direction of the bullets. This has an impact on the resource management aspect of the game - each run I made progressively less money and couldn't figure out what was in my control to improve.
Great work nonetheless!
In its current state this is a very relaxing experience with a confusing control scheme. While I understood that the orientation of the controls is absolute, aiming with the cursor led me to feel that "w" should align to the direction I'm facing. Overall, though, this is nice and polished - consistent graphics, nice sound design, good atmosphere, intuitive game loop.
One potential bug - the longer I ran my engine the more garbled the background music became.
I like the opening music! It would be nice to hear during the gameplay. I found the perspective challenging in regards to aiming. Maybe there could be a little crosshair to indicate where the shots were going? Anything to help give a sense of perspective. I liked the different level designs, too. Nice work!