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Tower Illusion II

500
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1
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16
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A member registered Dec 16, 2023 · View creator page →

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(1 edit)

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.

That's a great suggestion!

Thanks for playing! What I have found is that the "easy" memory is only easy if it's the first one you find. If missed it's an absolute pain to get back to. I'll need to address that in a post-jam build...

This was really nice! The art style is really crisp, and the music really complements that and the task at hand. It reminds me of Echochrome in tone. I hope you continue working on this, because I would love to see the other levels!

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!

Nice intro! I had a brief issue with the box. It didn't activate the pressure plate. I restarted it and then I got it to work. I foresee the potential for there being other levels with more obstacles, more situations to solve, and more enemies to evade. Nice work!

The game and art feel feel very solid, but the goals and feedback are somewhat oblique. I was able to move around comfortably, platform satisfyingly, but I was suddenly presented with a black screen and I don't know why. There is a very solid foundation here. Good work!

I followed the link to the fixed version. The art is nice, the mini-games are reasonably intuitive, and the gameplay itself is hectic, acting as a parallel to the objective; bring your stress down to bring the human's stress down. Nice work!

The character controller is great and the world is quirky. Reminds me a lot of old Newgrounds Flash games. Keep up the good work!

I found one food and the edge of the map. The character controller is solid. The loading logic is a bit mysterious to me. What causes a cube to spawn? Sometimes I can see cubes in the distance and suddenly more spawn in front of me...

There's a very compelling concept in here and I would like to see it developed further.

The vibe and presentation are excellent. For what is present right now, the decoupled camera is a bit confusing and I find it to move too aggressively - but these are small details that would be hammered out during play testing. Nice job!

This is a pleasant experience! The controls are intuitive, it's quick to pick up and play, and the game loop is satisfying. Great work!

I like the water-color inspired art style. The line-art outline of the ship is also a great choice. This has a cozy aesthetic and matches the idea of "cat roaming space ship" pretty well. Looking forward to seeing it expanded and polished!

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!

This looks very polished and would benefit from more in-game guidance. As compelling as the interface is, it left me wondering the basics - what (to do), why (to do it), and how (it must be done).

Still, very engaging and encourages the desire to learn more. Good job!

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.

Thanks for playing!

Thank you! I'm going to have to try Juice Galaxy

Thanks!

Thank you!

JoeStrout is right - the cannons serve as an inertial safety net and can be exited with "z".


As far as clarity of controls or de-janking the cannons is concerned, I'm glad for any feedback.


Thanks for playing!

Thank you for the comparison to Outer Wilds! That's such high praise!

I like the vibe here, which is especially amped up by the music. I found that I could just fly perfectly backwards to evade all enemies for as long as I liked, so I wasn't truly surrounded. Nice work!

This is fun! The mechanics are simple but compelling and the art presents well. I would love to have the addition of music and sound effects. Nice work!

This is a cool physics simulator. The controls are challenging and I must confess... I went too fast and had to restart. :)

Nice choice of assets. The sounds vibe well with the music; click and chill.

I like the idea of the game, and what you have shows promise. Unfortunately, there's not a lot here to critique. 

The minimalism here is excellent - from the airy sound design to the high-contrast display it all hangs together really well. I could get lost in this for hours. Nice work!

This was a fun puzzle solver! It would be helpful to get a little bit of feedback after you've given back all of the items. For example, if the ending file somehow conveyed 3/5 items were correctly given back. I think that could help people who need direction. Very nice work!

This was challenging, but in a good way! I was not good at this, but I appreciated the complexity here so much. I also had fun messing with the physics of the ships. This was a unique, enjoyable experience. Nice work!

I appreciate the gradual ramp-up in difficulty. While the art is very clean, I think some more motion would be nice to make the environment feel more dynamic - animations, shaders. particle effects, what have you. Keep up the good work!

You did a fantastic job of creating a heavy and foreboding atmosphere. It reminds me of the Penumbra games where a vast degree of the dread came from waiting for something to happen. An observation that is probably a pro and a con is that it is fairly easy to get lost...

The mechanics feel solid and the core game loop is pretty intuitive. Nice work!

I love how chill this game is. Especially considering that it is about lobbing someone else's property into space and hoping that orbital mechanics will have them arrive safely. It's a lot of fun and a great idea; I played until it stopped giving me new levels.

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!

Thanks for playing!

Thank you!

This is very clean well put-together. Because the "shoot" button is left mouse I expected the aiming direction to follow the cursor. Some polish on the character controller would be appreciated, but I believe this is the kind of project that is worth further attention. Great work!