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Tower Illusion II

257
Posts
10
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A member registered Dec 16, 2023 · View creator page →

Creator of

Recent community posts

Really nice artwork and vibe here. The music was a great jam. I am not really sure how the mechanics of the furnace and such on the left affects the grid or my score, but watching the red spew everywhere was fun. Maybe there needs to be a little visual indicator on each of the mechanics to show progress? Very nice work here!

It looks like you're using Godot. The effect could potentially be achieved using a tweener and manipulating the color modulation. I'm happy to discuss or share some sample code if you would like!

Oh I see now. I saw your initial note about waiting, and I figured it would make sense in gameplay. Clearly I was still missing the point, haha. I actually think if you incorporated a visual element to the enemies as they are beamed up, it would solve it. For example, once you start to beam them up, they start to turn green from the bottom up, like a thermometer, and once they turn completely green, that will signal that you can touch them and collect them.  There can be a little sound that coincides with them being ready, too. If you drop them, then the color would fade and you'd have to do it again. Hope that is clear!

Thank you!

The art here is very nice, crisp and clean. Everything moves along smoothly, too. The only thing I was unclear about was whether the enemies that I beamed up actually counted for or against me. Sometimes they would come in through the beam, but at the top it would go slightly outside of the beam cone shape and bonk the underside of the donut. Sometimes it seemed to be okay, and sometimes the screen would flash red. I still managed to last for a while, though! Nice work!

This was really fun. I really, really loved that the enemies could take each other out. It was such a nice little perk that was really fun to try to take advantage of. The throwback aesthetic was well implemented, and the choice of power ups were great. I also appreciated how the game teaches you to play very clearly and concisely. Well done!

Thank you for playing!

That makes a lot of sense. I mistakenly thought it had something to do with the color of the rat. Thanks for the clarification!

Thank you for the kind words! The feedback from the community has been extremely helpful and we are working on post-jam improvements!

Thanks for playing! It seems you found all the bugs!

Beating the eye completes the game for now. And that message is displayed... In the wrong layer where nobody will see. So, congratulations! You secretly won!

We are working on a post jam update to address these quirks.

Thank you!

Thank you!

Really nice vibe! I love how the sounds complemented and blended well with the music. Very nice visual aesthetic too. Nice work!

Really nice vibe! I love how the sounds complemented and blended well with the music. Very nice visual aesthetic too. Nice work!

Thank you!

Loved the music and the atmosphere in this game. I could really feel the difference in controls depending on how the power was distributed. The controls were difficult for me to get the hang of, but certain power distributions helped. This is really nice work!

Loved the music and the atmosphere in this game. I could really feel the difference in controls depending on how the power was distributed. The controls were difficult for me to get the hang of, but certain power distributions helped. This is really nice work!

This was very enjoyable! The music was a bop. The artwork was really great, and the whole game is nice, simple, and compact in a good way. I was so happy to see the gray clouds show up, because they did what I thought the white clouds were going to do. The premise of using solar panels was clever. Really nice work!

This whole atmosphere is so good! I love the visual aesthetic created here, and all of the music and sound design was such a nice complement to the whole 90s future theme. I appreciated the actual spoken "boop" and "beep" over the buttons. The music was really enjoyable too. I wish there was a direct retry button at the end of the level instead of navigating through the intro and main menu. Very nice work!

I enjoyed how the instructions and credits were aspects of the level textures. It took me an embarrassing amount of time to realize that the green thing was the "death wall".

Some shaders, volume balancing, and maybe dynamic range in the music would really pull the experience together in a satisfying way!

My spacebar finger got swole.

This is really cool; almost like "combat golf". Were this my creation I would consider adding a "par bonus" for the puzzle solving mechanic.

This is pretty cool. The puzzle mechanics are fun and the design is very consistent. Two observations:

1. The player character looks like it should feel heavier when it jumps. In the current implementation it is surprisingly floaty

2. The plugs might need to have a positional reset on death? I got stuck because I electrified some water and couldn't jump far enough to un-electrify it.

What an interesting mechanic to have the orblorgos be a movement factor and a weapon. It definitely adds a complex strategy element while you're also figuring out how to navigate the level. I know your glass ball is supposed to be heavy, but I found the controls to be a little difficult when maneuvering around. But once I gained momentum, it was definitely fun to wing the little guys around. Nice work!

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This is excellent. I really enjoy the "disruption by design" element to the inclusion of the ant mechanic. Billiards with a troll.

Thank you for playing and reviewing! We are working on a post-jam update to address the concerns you have highlighted 

The world does not have enough psychic truck battling games.

This is a well implemented platformer puzzle game. Good job!

It may have been my machine, but I had some performance issues - lag after each shot. I like the atmosphere and the graphical language of the game. Maybe a deeper field of view would be helpful?

I like the choice of color palette, the use of lighting effects, and the general mechanics of the game. Great work!

Thank you for playing and providing your thoughts! We've heard a lot about the difficulty curve. There's a post-jam update in the works that will improve that and, hopefully, give the skills more distinct feels

The pixel art is really good - especially the characters. I admit that I also thought the goblin had stolen a ham. Great work!

I too was too little

This is an awesome, compact, experience. It feels like a collection of interdependent mini-games that produce a cohesive outcome. Great work!

We all know Survival Horror. Would it be fair to call this "Survival Humor"? Fun idea, clean implementation. Great work!

The game mechanics are pretty cool and I like the concept of the color blend attack. The introduction of layered enemies was a good call.

Thanks for the feedback! The bottles are bugged in this version. They're supposed to heal you (and they kind of do, sometimes) but the UI doesn't update properly to represent the true state of affairs. This is great input and we are folding these considerations into our post-jam update

Thanks for the feedback! The bottles are bugged in this version. They're supposed to heal you (and they kind of do, sometimes) but the UI doesn't update properly to represent the true state of affairs. This is great input and we are folding these considerations into our post-jam update

Thanks for playing and commenting! We've received a lot of feedback about the difficulty and are in the process of implementing post-jam improvements

Thank you!