The Curse of the Four Towers by Mateu
The towers are casting a curse that changes the world every ten seconds. It is your job to stop the curse and return the world to normalcy.
WASD/Arrow Keys to move, mouse to aim and shoot.
Thanks to Common for doing the modelling and Jonathan Vinesar for doing the audio! :smile:
Unfortunately no Mac build. If the LD page has any bugs use the itch.io links.

Ratings
| Overall | 413th | 3.673⭐ | 54🧑⚖️ |
| Fun | 278th | 3.731⭐ | 54🧑⚖️ |
| Innovation | 665th | 3.221⭐ | 54🧑⚖️ |
| Theme | 533th | 3.708⭐ | 55🧑⚖️ |
| Graphics | 458th | 3.802⭐ | 55🧑⚖️ |
| Audio | 202th | 3.817⭐ | 54🧑⚖️ |
| Mood | 316th | 3.731⭐ | 54🧑⚖️ |
| Given | 32🗳️ | 90🗨️ |
And the game is worth it :)
Really nice, I love shooters so it's "goto" to me. The vibe is great, love the fact the pillars change patterns when destroying it
Great Job
I would have liked to see some variation in my weapons, perhaps as upgrades after destroying towers, or just pick-ups? I also had some trouble with aiming, as if the bullet didn't always go exactly to where I was pointing, but that could just be me being bad at aiming.
Nice job!
Audio was excellent. It almost went right over my head that the music was changing with the environment. I could tell *something* was happening, but I had to actually stop shooting for a second and focus on it before I noticed that the music was different each time. That's not a criticism, it's almost like it blended *too* well, perfectly seamless transitions right on the beat. Once I noticed it though, it was a great vibe. I also really liked the crunchy sound when pieces of the tower were destroyed.
Only critique I have for you is to try to add controller support, especially for a top down shooter style game like this. I got excited when my controller could move the character, but then wasn't able to aim.
What I liked:
- The art style (at the beggining made me think of hotline miami).
- The mood
Improvements:
- Maybe explain what are the objectives.
Good job !
I trully think that you can turn this into an actual rogue like with a few things and you'll have a great game to show or sell ;)
Some subtle indication of where the closest tower is might be nice as I felt lost at times, and to begin with I thought the health pickups were something that would hurt me
Besides that, EZ 10/10

From a game-play perspective I sort of felt limited by the lack of player choice here. Maybe I didn't get far enough and I just suck? But, usually with this type of game I'd expect some sort of tools I can use to gain an advantage like grenades or shields. It felt a bit unsatisfying when I realized all I could do was hold down LMB. Otherwise the concept and use of theme was spot on and easy to understand right away! It's really an enjoyable and easy to pick up game, I'd love to see you iterate on it from here.
Some feedback:
I had to refresh the page a couple of times before I actually got past the loading screen, too. It took me a bit to understand that the goal actually included destroying the towers rather than just surviving. I also wish I knew what the green dots did. I assumed they were health, but even just a single-screen tutorial of "This is what the things on screen are/mean" would have helped without being intrusive. Finally, I would've liked some indication that the world was about to switch before it did. I think that's more of a design choice, if you want to keep it sudden like that, but I think even some visual warping/flashing/something a second in advance wouldn't give me much more time to react, but a bunch more time to build anticipation.
But that's me trying to do constructive criticism. The game was super fun, and I cannot stress enough how pretty it was. The majority of it was clear, intuitive, and fun to jump right into and try and try again. Really great job!
=D
Really fantastic job. Super polished, and a really cohesive game!