Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Tower Illusion II

799
Posts
2
Topics
31
Followers
A member registered Dec 16, 2023 · View creator page →

Creator of

Recent community posts

This was a neat puzzle platformer. I liked the varied difficulty of levels. I liked the whole dark theme vibe this game had. I did struggle with some of the level design, since the bricks were sometimes ledges, sometimes background and sometimes only part of it was walkable and sometimes it wasn't. One quality of life thing is it would be cool to have some ongoing background music. The whole sound suite was great, though. 

Nice work!

This was great! You said a lot without saying anything. I really enjoyed the music and the voices you chose were a great pairing to your whole aesthetic. The art was great, and I loved that the teddy bear changed to money. There was also something so poignant about being able to still give the empty box cake/love/money at the end (I'm assuming that was intentional, but if not, it is to me!). I don't think I'll ever think of a Tamagotchi the same way again. 

Nice work!

I don't know that I've ever played a game as all stages of a frog! I definitely appreciate the unique take on the theme. There's a very nice cohesive aesthetic here, too. I made it to the third level, as I struggled with getting the second stage frog past the second box, which was a clever trap that caught me off guard. 

Nice work!

The art is very clean and I like your use of color. The controls were solid but I would have liked some in-game instruction. Regardless, a very solid entry. Great work!

I love the gentle simplicity of this. It's like a Katamari game... except without the stress. It is engaging and contemplative. Great work!

This was very addicting! I loved the simplistic aesthetic, and I love that the tutorial was clear, concise, and threw you right into gameplay. The upgrade tree was a great motivator, too. Nice work!

You chose a very fun, funky, song for the background music. I would have loved some sound effects to go with the backing track; pouring sounds, alarm bell, maybe steam for the angry boss.

It would be nice, in a future iteration, if there was some visual relationship between the bottle size and the amount of water in the bucket. I felt like I was just guessing rather than visually estimating.

All in all, a cool idea. Great work!

I think there's a lot of potential in this game. However, the gameplay is not immediately intuitive.

On the other hand, I eventually fumbled my way to success! Some thoughts that may help improve the experience:

1. Most of the screens seem to flow from left to right in terms of progression. However, the packing screen seems to start from the right then bounce back and forth between interactive components. A consistent flow a la factory line would be helpful

2. Sound effects or other haptic elements to convey when "something has happened" would increase the rate of learning

3. The screen toggles should probably be more present. It took me an embarrassing amount of time to realize that it wasn't a single screen experience

4. Even on full screen the fonts were very small. Not sure if this is just a High DPI issue.

Great work!

I liked the platforming aspect of this game. I ended up avoiding the blue orbs altogether because it seemed to just cause more problems if I collected them, but I don't think that was the intent. Maybe there should be a clearer indication of what the blue orbs do at different levels. Also, maybe these two ideas: 1. Have a sign that shows three orbs and points to a specific area that you can only use three orbs to complete, or 2. Be able to collect all the orbs, but be able to toggle them on or off depending on how many you need, and hitting spikes will cause you to lose a collected orb. 

I also appreciated the red spike by the finish flags. Very tricky. Nice work!

We're so glad you enjoyed this! Thanks for the feedback!
1. I will say (this is the playtester of TI2 talking here) that the basement was redesigned because of the same "jamming" method because originally you could just jam yourself in front of the stairs and wait it out. But I got sick, and the main dev had limited time and was unable to check/redesign for those other areas in time. The main dev is also the artist/composer/everything, so everything here was done in one week by one person, and having the playtester out of commission definitely meant some things would need to get readdressed post-jam. 
2. The funny thing about the text speed is we both talked about it because in the past we've made the text speed too fast. So I guess we undercompensated in this case. Adding a full text load option before it skips is a great idea.
3. My understanding of the story is that the ending text (when you survive until sunrise) is supposed to sum up the metaphor for the hunger being like greed. The insatiable greed draws people in just like the insatiable hunger draws the wyndigo to feed on people, but if we abstain it solves the problem. If the dev has a better summary, I'll have him post. 
4. The intent was to either barricade yourself or others. I found it depended on which floor you were on to decide which strategy made the most sense.
Truly, we appreciate the thoughtful feedback! Thanks!

I got my bar to reach 100, and I talked to the blue guy. I don't think that was Dynamite Shrimp level, though

This was a nice simulation game. All of the artwork looked good, and everything made sense together. I only wish that the music lasted the duration of the gameplay. Nice work!

This was well put together! All the art looked great. I liked the music, but I wish it had looped longer in the game. One suggestion I would make would be to add an indicator to show where you're aiming the water/planting the seeds. I couldn't always tell, and the range seemed to vary, but I could never tell by how much. I also couldn't gather rocks, but that seems like known bug. 
Nice work!

This was a cute, cozy virtual cat cafe! I loved all the graphics. I really liked the floating yarn effect, too. The music set a great vibe, too. I noticed that a few of the cats got stuck on the ground in front of the bathtub, like the sprite got stuck deciding to go left or right. Moving the cat solved the problem, but not really sure why that happened. Also, the second music clip is mixed much louder than the first music clip. Finally, I would recommend making a cursor for this game that is much larger/easier to see than a standard computer cursor. I know I accidently swiped screens just because I was trying to find my cursor a few times. 

Nice work!

This is cool spin on an idle clicker. I would like to see a bit more in game guidance; I am a big fan of tutorials that masquerade as game play. After playing for a bit I am still confused about the role of "money" in the game loop. However, I do think there's some very interesting stuff here and it could be deeply engaging with some more refinement. Great work!

I liked that you gave a choice of characters that all evolve with their own advantages. I also liked the variety of helper characters and their abilities, as it made my choices feel well balanced. I would like to see some sort of indicator that shows how close your character needs to be to hit an enemy, and maybe even also an enemy health gauge. It could even just be that the image of the enemy changes as its health gets lower. I understand that there is a cooldown between your attacks, but having a visual indicator of some kind would be helpful. Lastly, making the music loop and last throughout the gameplay will add a nice quality of life element to the game experience. 

Nice work!

The graphics on this were nice! Loved the soundtrack. I also like when gameplay instructions are built into the game. Nice work!

I made it to wave 37, and I stopped to write this comment. The audio stopped very early on. Also, I played your game in the web browser with no issues. At wave 30, one large white rectangle came floating slowly down the screen. Another one came down a few waves later. 

This was a nice solid entry. The difficulty felt well balanced, the graphics were nice and cohesive, and this was a nice defense game. Nice work!

Thanks for playing!

This is a very neat experience. The art hangs together really well and I like the consistent use of color to guide the player. With very little explanation it was easy to hop in and play!

Thanks for playing! I'm glad you enjoyed it!

There's a real charm to this. Even the items that seem incomplete add to the atmosphere. It really amused me that I can see my character in a permanent T-pose while my opponent has the gun hovering in front of their chest. Mechanically it is proficient and I could see a whimsically unpolished-polished game come out of this. Nice work!

Thank you! I really enjoyed making the art for this one!

Thank you for playing!

Great suggestions and thank you for the feedback!

Thank you for the feedback and for playing! I'm working on an update that opens the game play loop much sooner than the current version.

Woah! First I've seen of that. Did it happen after a number of iterations?

Thanks for playing!

They were streamed here: https://m.twitch.tv/navybluechilipeppers/home

There had been VOD after the stream, not sure if they are still there or not.

The controls are solid and the models are nice. It took me way too long to realize that there was some sort of threat in the maze. Also, it seems that the reward for winning is immediately doing it again?
Nice concept, good work!

This is very cute. I wish my hamster paid me when I fed it...

Is the current web build bugged? I reloaded the page several times and was not able to get the "start game" button to... start the game.

The visuals are excellent and incredibly polished. The character controller feels a bit floaty and I had trouble recovering from the wall hike - it felt like I was launched very far from the wall. Overall, though, a great experience.

And the cat is cute!

This is impressively simple to pick up and play. Very addicting; great work!

Music and SFX would really help with the feeling of responsiveness and progression. Nice effort!

played!

This is both chaotic and endearing. Great job!

Played!

The art is nice and the mechanics work well. I would have enjoyed SFX and backing audio. Good job!

Done!