Ghastly Tower by CrispyPear
Stop the construction of the ghastly tower before it's too late!
| Updated version | https://crispypear.itch.io/ghastly-tower |
| Link | https://crispypear.itch.io/ghastly-tower |
| Original version | https://crispypear.itch.io/ghastly-tower-ludum |
| Original URL | https://ldjam.com/events/ludum-dare/54/ghastly-tower |
Ratings
| Overall | 77th | 3.913⭐ | 25🧑⚖️ |
| Fun | 134th | 3.674⭐ | 25🧑⚖️ |
| Innovation | 22th | 4.304⭐ | 25🧑⚖️ |
| Theme | 87th | 4.065⭐ | 25🧑⚖️ |
| Graphics | 63th | 4.043⭐ | 25🧑⚖️ |
| Audio | 6th | 4.227⭐ | 24🧑⚖️ |
| Mood | 46th | 3.909⭐ | 24🧑⚖️ |
| Given | 10🗳️ | 24🗨️ |
The artstyle is really nice and consistent, the music very fitting too. It's great that you made the effort to include the story cutscene.
Good job!
But it is so impressively hard to get a line that I still don't know if it is even possible! :joy:
(also didn't have time to implement rotation. damn you gamejam time limit!!)
I liked the idea, very creative!
For me the control difficulty was maybe too much? Jumping could be a separate key or maybe some other control scheme (for me the mais issue was that I pressed space and arrow at the same time, and the order wouldn't always be registered correctly).
Shooting downwards as a seperate key is a nice idea. I'll try it out for the post jam version
That aside, I really like the interpretation of the theme here. The idea of Tetris platformers is not a new idea, but one where you can actually affect the environment is new to me. I will say that I kinda wanted to jump normal instead of using a bullet, but it pretty much existed anyways with shooting down. :)
The graphics were also not bad, giving me some Downwell vibes (you don't want to know how long it took me to remember what it was called) but with a somewhat darker undertone.
Overall, a really good entry! :)
As for the mixing, that has been added to my list of skills to learn. I never quite get it right. Thank you for pointing that out!
Struggled moving some pieces, but had fun. Good one!
I absolutely agree that the inability to move pieces away from walls is unnecessary. I just found out that the bounce-off-wall mechanic I'd made to fix this didn't work because of ONE LINE OF CODE. Oh well, the post jam version of the game will have this issue fixed.
As for the shooting down to jump, I don't really find it unecessary, though I get how it might be frustrating for some players. It does raise the skill floor, but I found that it makes of for this in several ways:
Firstly, it reduces the amount of keys, as using W would make it impossible to shoot upwards without jumping. It also rewards landing on falling pieces, as you regain your ammo further up. It makes double jumps and triple jumps more intuitive, as the UI for ammo is already there. Lastly, I found it much more satisfying than jumping when I started mastering it, but that might just be a me thing.
Do you think adding an optional button that only shoots downwards might help? The button would basically work as a jump that also shoots a bullet. I've also made players immune to explosions, so landing on a bomb will no longer doom the player (which was absolutely unecessary difficulty).
Thank you again for your feedback, and for reading my wall of text.
I do think it is a really well made game with excellent music and great visuals, though. Well done!
- Reduces the amount of keys needed (W to jump would make aiming upwards frustrating)
- Makes the amount of available jumps more intuitive, as you can use the ammo UI to see how many jumps you have left
- Rewards landing on falling pieces, as you regain the ammo used to jump at higher points
- Feels way cooler than a jump when mastered (but that's super duper just my opinion)
- Makes the game more replayable, as the skill ceiling is also raised considerably
I think reducing the difficulty in other ways is the way to go, giving the player time to learn the controls instead of being overwhelmed by them. In developing the post jam version, I've made the player invulnerable to bombs, made pieces stuck to walls bounce off when shot, and changed the difficulty curve a bit.
Maybe simply adding a button that shoots down by itself might help mitigate the problem? It would in essence work like a jump button that also shoots a bullet, keeping the advantages of reduced ammo when jumping.
Let me know if you have any thoughts!