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Trials of the Tower's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #2475 | 3.263 | 3.263 |
| Audio | #2690 | 3.053 | 3.053 |
| Artwork | #3416 | 3.158 | 3.158 |
| Creativity | #3717 | 3.316 | 3.316 |
| Narrative | #6214 | 1.895 | 1.895 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The levels / rooms of the game loop around the perimeter of a tower. In order to advance and climb the tower, one must complete a set of trials bringing them to the next level loop.
(Optional) Please credit all assets you've used
Made with Godot
"Japanese Stone Wall" texture courtesy of Poly Haven
Pixelated through SLK_img2pixel by captain4lk on itch.io
Music: One Sly Move by Kevin MacLeod (incompetech.com)
"Swing Woosh" sound effect by Jofae on Pixabay
"Balloon Pop" sound effect by freesound_community on Pixabay
Other sound effects obtained through jsfxr (by DrPetter and Eric Fredricksen)
(Optional) What would you like to be called if GMTK features your game?
Miju and Critcop
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Comments
Well, this sure required some effort... But I don't regret any single second. XD
I love the concept and how it integrates the theme, it makes replaying the levels multiple times a fun experience, which I think is hard to achieve. The level design is also really clever: what at first looks like a single path is actually a combination of multiple paths (and solutions) put together.
In my opinion there are room for improvments, the game needs some polish here and there. There are mainly two things that stood out to me the most.
First, some imprecisions in the platforming. For example, a few jumps felt difficult because they responded inconsistently to inputs, almost as if there was some rng involved. Landing on enemies was also tricky at times, the character seemed to be perfectly above them, but was actually off by a pixel, which felt quite frustrating. Related to this, the enemy colliders didn’t seem properly aligned with their sprites.
The other thing that could be improved is the UI. I would’ve liked to see both the powers and the missions displayed on screen. Showing the progression within the loop would also be useful, as well as giving the player the option to restart the whole loop or skip to the next level.
At the end, I think that my playtime speaks by itself. It was fun, thanks for your submission! ^^
Thank you so much for playing all the way through!! We really didn't think anyone would end up completing the game with how tough some of the last levels got lol.
Your criticisms are absolutely justified, mainly that there's some very tight timing in some sections and the enemy collider isn't my best work (we had a different sprite for a while and I didn't want to risk changing the level design by messing with the colliders).
I also definetely want to implement your suggestions on the UI, we just didn't have time to put a lot of information on the game screen when we really should have.
-Critcop
Thank you so much for playing!! It makes me very happy that you enjoyed it so much; and that you mentioned the multiple paths, too! That was definitely something we were taking into account when making the levels.
I assume you know you can see all your abilities and trials by pausing the game with the Escape key, but I get what you mean, it would have been nice to have them on screen at all times. We just weren't sure where to put them exactly, haha. Your suggestions overall are totally fair! In particular, we were already considering implementing an option for restarting the entire loop. Showing the progression through the loop is also a smart idea, thanks for that!
-Miju
Thanks so much again for sticking with it for so long! We really appreciate your feedback ^-^
Lots of cool ideas here! I really liked the sneakier use of some of the mechanics, like (spoiler) that little bit of light showing where the hidden coin was. The looping felt well integrated, too, since the levels weren't so long that you couldn't go through them if you knew they wouldn't help with the challenge you were on. Nice stuff!
Thank you very much for the kind words!!
The game is a bit hard especially with those challenges but its really fun to find out the solution. I wished we don't automatically be rolled into the next stage when I carelessly touch the exit xd. Good work!
Thank you very much! That's fair enough about the exit haha. The idea is that this way it would force you to loop around, but I agree it can be kind of annoying at times. We were considering adding a way to restart the loop, maybe we'll do that after the jam.
It’s neat how you were able to fit several challenges into these levels. The level transition animation was really nice too. Some of the challenges felt overly tough, but maybe that’s a side effect of the player controller.
Thank you so much! I also really like how the level transition turned (pun not intended) out. We spent some time on the player controller and I think it turned out ok, I also like the level design but admittedly some of the levels could have been laid out better with the player in mind.
fun little game with a nice side quest to complete while platforming, makes each level interesting cause you have to decide which one suits which goal. although I only got to stage 4 cause a coin never spawned... also it wasnt very clear that I had to complete the goals at first, I thought they were optional. nice game, 10/10 would play again if coin spawned.
P.S. thanks for the kind words on my game <3
Thank YOU for your kind words!!
We should have made more clear that the coin is hidden somewhere in the walls of the levels... it's also in multiple levels on the same floor, though it might be easier to find in some levels rather than others.
Consider this you chance to play it again lol (if you want to, of course). Either way, we hope you had fun!
I was a bit confused by the challenges until I found out about the menu, but overall very satisfying to play and very polished! I had a lot of fun, great jobs guys
Thank you! :D
We definetely needed some more time to explain the controls better, I was afraid the little toast at the start wouldn't be enough.
You did a great job as well!
The idea of the challenges for each loop is very interesting! It took me a few times to figure out which levels were the best ones to complete the challenges on.
Thank you very much! Yeah, figuring out which challenges to complete on which levels is part of the gameplay loop!
It was so fun to try it! Tho ı never get to pass level 3 it was still so fun. I got the hang of jumping on monsters but ı cant jump over the wall still xD
Thank you for trying it! I think that level needs some revisions and I'm sorry that some people won't be able to get past it :(
So creative and looks really polished. The enemies are really cute
I had to give up though after struggling a lot on "Beating a level without touching the ground" on floor 3
Thank you very much!
Yeah, that trial can be kinda jank because the enemies keep moving back and forth, sorry about that.
Actually, I'm now realizing we never gave any indication that you can hold the jump button when you stomp on enemies to jump high. I don't assume you struggled with that, but I do hope it won't confuse people too much in general
OHHHH wait I actually did NOT know that!!! Lolol thanks for telling me
LOL no problem! Maybe we'll add it in the description of the game or something, we'll see