Originally Made For The PPJJGG Jam
Climb as high as you can in this procedurally generated tower. Collecting orbs and killing enemies rewards you with buffs, but getting hit will punish you with debuffs. Enough buffs will result in movement and combat based abilities.
To avoid falling to your certain doom, try to adapt to your current stats and counter your debuffs with their positive variants.
Remember: Its okay to fail. No mage have been able to understand the tower on their first tries!
Left/Right: Move Left/Right
X Key: Shoot
Z key: Show Buffs
This is really nicely done, but I think it would be a lot nicer if you were using the _update60() method instead. It would feel a lot more responsive at 60FPS.
This is really good. Gold star.
On one playthrough I got really in the zone with controlling with all buffs at the maximum of 15, and reached 1,624m! On every other time, I've struggled to get past the hazards of the 500m stage. But practice makes perfect...
After getting a feel for the the game, the early stages sometimes feel tedious. I feel that I need to get a lot of jump buffs, so I want to shoot down every skull. But sometimes it takes a while for their random walk to take them to the right place.
Once I've upgraded attack enough to shoot sideways, shooting down skulls in passing seems too easy.
I'm wondering if it would have a better feel if you only got upgrades out of skulls if you bounce on their heads? That way you'd have to consider the safe option (shoot them) or the rewarding option (jump up past them and bounce on them). Some rebalancing of the 0-250m stage might be needed to make up for overall getting less buffs.
You could also discourage waiting around by starting autoscrolling sooner, but that would probably just feel punishing rather than fun. Having skulls drift vertically towards the player might be fair, though.
This game is pretty good but it makes my heart hurt :v. The pace is quite fast, when I play I am very nervous :3. But it's okay I like this feeling, very happy hihi
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