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!
Tower Illusion II
Creator of
Recent community posts
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!
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!
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!
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!