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Tower Illusion II

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

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It's a nice experience and feels pretty complete. I wish I could vacation as frequently as Alfred and Naomi. :)

The blend of 2D and 3D is great. The character controller seems a bit twitchy and, randomly, I would suddenly be staring at the sky.

Hi! The main dev speaking now.

Your feedback was very detailed and greatly appreciated. I'm planning a post jam release with many overhauls. As you pointed out there are a lot of opportunities to further explore greed - especially in an old manor with (presumably wealthy) patrons.

My intent is to break it into a three act structure - introduction, expanded house exploration, then the survival portion.

Thanks again!

Thank you for playing and enjoying!

I agree on the speed observation - both the text and the walking speed. In past jams I had text move at my preferred pace and folks complained it was too fast! In the future I'll probably just include speed settings.


Similar with the walking speed. Tough to find the balance between deliberate pacing and too slow. I had intended to include a limited sprint option, but it was one of those deadline sacrifice decisions.


I do appreciate the feedback, am grateful you played, and typically do a post-jam update that includes the jam feedback.


Thanks!

This was very satisfying and engaging. I love the simplicity of the presentation as it deceives the player into thinking the puzzles are much easier than they are. Good job!

It's a great 2048 clone. I would like to see some more variety in the art; the text was helpful, but more distinction would make the matching mechanic easier to strategize. Nice work!

I loved the mood and aesthetic built up here. I was impressed with the variety of enemies in all levels, too. Seeing the sheer volume of projectiles and stuff coming from the robot was also fun, too. Overall, this was enjoyable. Nice work!

This was really neat! I am not a great CEO, it turns out. That music was perfect and well done. Loved the art and the take on the theme. But, out of curiosity: why did one of the characters have a demon face? Is it a "corporations are evil, and here is the face of evil" thing, a difficulty thing, something else? 

Nice work!

You definitely found a bug. :)

However, the idea of finding some sort of second chance item is interesting to me. Perhaps I will incorporate something like that in a future update.

Thank you so much for the feedback!

This definitely was reminiscent of a Legend of Zelda dungeon, which I enjoy! The set up of the room puzzles, and even defeating the enemies to unlock the bars were all in the Zelda wheelhouse, and I felt it was well executed. The art was great, the music was great, and the gameplay was smooth and enjoyable. Nice work!

This was awesome. I love how simplistic the instructions were and the overall game idea, but still challenging and engaging. I died so many times in the room with all the spikes on the ceiling, and because I stopped to think, I learned there were moving platforms. I died many more times after that. But I beat all the levels! The music and sounds were well done and the art was very tight. Well done!

To be fair, saving sound design for last makes a lot of sense. When I work on post-jam updates I intend to add more feedback to my UI elements as well!

I really enjoyed this. Planning the level, and altering it where needed was a nice challenge. The music and graphics worked so well for the gameplay experience. Nice work!

I got the last one, and I'm sure I was supposed to do it differently than I did, but I got it anyway. Love the physics here. Nice work!

Once I realized I could let all the asteroids go by me if I wanted, I got the planet pretty big. It also helped that I figured out which side was the correct side. Nice work!

That music made the gameplay for me. It could have been a rhythm game! This was a nice little fun experience. Nice work!

The art is very nice! The functionality is smooth, and there is certainly growth! Nice work!

I loved the rune circle mechanic! Watching all the purple balls bounce around was a lot of fun. I was doing great until all of a sudden I had to hit enemies that were 25000 a piece, so I lost. It was fun to figure out. I didn't understand what the percentage meter was measuring, exactly. Nice work!

What a very zen game! It was very fun to watch everything grow and take up space. In future updates, it would be fun to see more settings, like an underwater area. Having some light weather elements would be cool too, like rain, and maybe that could impact the growth. There's a lot of elements here to add on. Nice work!

The most impressive part of this entry is how it caused my palms to sweat very quickly. This is an impressive feat, especially considering the low-res PS1 aesthetic. Masterful work, my friend.

The choice of music is great; it sets the mood really well. This is basically a cleverly packaged clicker with satisfying progression. Nice work!

Cover art looks cool. I hope you're able to get a copy uploaded post-jam

Looks like there's no game to review. Better luck next time!

ok!

This is simple, funny, and engaging. At first I thought there was a bug with the controls until I realized that the controls were part of the chaos. Nice work!

What can I say? It's broken but I can dance!

This is really cool. Because I can't do the math in my  head, I would love to see the addition of a graph preview when I'm choosing modifications in the function lab. I found that as the game got harder I made an increasingly worse function: basically just a small jagged straight line.

This is an idea worthy of expanding. Great work!

The music does a great job of making the minimalist space feel quirky and engaging. I like the mechanics, but couldn't quite figure out what I did correctly or incorrectly until I was defeated. I would love to understand better: where am I? What are those things? Am I moving or are they moving towards me? Most importantly, what is my motivation?

All in all a solid foundation with a clever set of mechanics.

This was very cool. I love the first person take on a Point and Click Adventure! It holds together really well, the puzzles were reasonable to use logic to solve, and the atmosphere is very consistent. Great work!

My only suggestions are sound related: I would love for the music to smoothly loop, and some sound effects on the UI would help with knowing that a button has been clicked.

Thank you!

This was a lot of fun! Such a simple concept yet an appropriate amount of difficulty. I thought the music was a great choice, too. Nice work!

I love the art here.  The WarioWare style mini games are always fun, and the music plus the art definitely makes this whole experience a fun one. Nice work!

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!