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Tower of The Biscuit's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #22 | 4.052 | 4.052 |
| Audio | #35 | 4.000 | 4.000 |
| Visuals | #38 | 4.588 | 4.588 |
| Gameplay | #51 | 3.971 | 3.971 |
| Theme | #77 | 4.049 | 4.049 |
| Enjoyment | #115 | 3.971 | 3.971 |
| Innovation | #136 | 3.735 | 3.735 |
Ranked from 102 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
This is a jenga roguelike, where the player first builds their tower, and then they are forced to eat portions of said tower.
The player can decide to eat more of the tower in exchange for more points, which is where they can risk. Some synergies can also be pulled off by eating foundational pieces to trigger additional bonuses.
Alongside that the game is cookie themed :3 (wow crazy)
What code and assets did you not make from scratch during the jam (if any)?
Some SFX from pixabay.com
The fonts used: ARGO Typography and Nice Sugar
How many people worked on the game?1
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Comments
Are you a winner? You look like a winner. Congratulations! This is the most polished game I've seen yet. Not only are the visuals great, but it also has a gameplay depth while still looking like a hypercasual game.
10/10 I had to stop this as it is already late here. Enjoyed this sooo much! Got 120.000 points in my last run - was so proud. I like the challenge of strategy and timing - this is absolutly fantastic!
Very fun! love the idea and the design!
This one is really quite good.
The cookie art, vibrant background, and flat table texture really work together to highlight the central piece of the tower. It's really very eye-catching. I have to imagine that a comparatively sizable number of people have come here through the screenshots feed vs the average submission.
The visual feedback is also really nice and juicy. Hitting the block placement and getting the immediate score/mult diff keeps the excitement on simmer until you're finally able to make it to the final score tally which, again, comes with it's own escalating chain of score and combo accumulation. A really nice crescendo after the build-up.
The mechanics also manage to do a lot without relying on an abundance of complexity. There is a real trade-off to how you build your deck. Sizing matters in order to ensure you can reliably create thick bases for your taller towers. Candy mults are great, but you also need to be sensitive to how much chocolate you're including else you may negate the benefit.
The physics manages to stay pretty fair while also handling the "you goofed" cases. I had one tower that went a little wonky with a wide block tilting over an uneven layer below it. I was able to flatten it back out by balancing enough cookie mass on top of it to push the short end of the tilted block down across the fulcrum of the block below it. Later on, I was able to patch this mess entirely by eating the problematic layer below.
Again, really fantastic design and execution throughout. Bravo!
absolutely addictive... numbers go brrrrr.... and cheesing the game to get higher score is so satisfying, especially when youre sitting there for a full minute watching each cookie be counter multiple times cause they're re-triggering eachother. managed to get a score of over 5 mil in one round, then stopped playing. really great job
This is really fun! The visual and sound effects give a really good feeling of satisfaction.
Once it clicked, I couldn't stop.
Really fun! Might need a bit of balancing to make the score lower as rounds progress (if I can play a deckbuilding roguelike with ease then it isn't balanced correctly), but I love it and it's highly addictive.
Very simple controls yet surprisingly complex mechanic! Hitting 100k in one round really gives a warm feeling! Amazing job
Great job - this was really well thought out and put together. I had a ton of fun the store was a nice touch too
A very enjoying game , but I din't get the scoring system , how to get a higher score ??
You need to place your blocks in a way to maximize your score x mult. Some blocks have conditional bonuses that give you extra points.
In the start for example, if the long cookie is fully surrounded by other blocks, it gives +5 multiplier.
Oh so every block has it's own conditions, thanks a lot
I didn’t know I had to time the cookie placement! That is a cool addition but I was expecting this a chill strategy puzzle. Both mechanics seem to clash with each other IMO. Still, it looks great and besides some twitching when selecting where to place skinny blocks it was a fun time to play. Good job.
super fun! love the jenga refrence wuth cookies! i would recommand letting us place the cooky even if its not perfectly align with the rest of the tower so it makes the game more difficult, but it was really good!
This game is absolutely amazing. Whether it’s the visuals, music, or gameplay feel, everything is near perfect. I can hardly believe such quality was achieved by a single team on one planet. The game design is both creative and simple, yet incredibly fun and satisfying. I really hope a full version will be released!!
love the visual style, very nice game
I love the visual style for this game, had to double check to make sure it wasn't an asset pack. The gameplay loop is very fun and everything feels very polished and satisfying.
I had a great time playing the game!
It already feels pretty polished for a jam game, especially considering it was made by a single person. Congratulations!
My feedback would be to add a slightly clearer objective. In the eating round, I only selected the cookies at the top, eliminating any risk of the tower falling. Maybe making some cookies click-locked would add more challenge.
And adding an options menu during gameplay would definitely be nice.
Not letting some cookies to be eaten is a good idea, I'll add that to the list ty!
Seeing you want some actual feedback instead of "good game well done", I'll write you a lil' booklet ;) :
With some of the gamebreaking bugs being fixed in the grace period this game turned out to be quite fun!
I played a couple hours total at this point in time? Half of it during the initial broken builds, other half on the fixed build.
In general the amount of polish you put in the UI is great, it's good to see you improve over time & take past feedback into account, did notice there's a few states where you have UI still showing in transitional scenes. usually on hovers, bit jarring but should be an easy fix.
I also do miss the ability to chance my volume sliders during gameplay.
The UI during tower construction is quite good, the only thing I miss is indicators that you can scroll up & down as soon as the tower gets taller, an indicator how many voxels need to be eating would also be a nice QOL for strategize what to eat. ( but we all know anything besides skewed blocks or 3 5x5's is wrong XD )
The shop's UI is quite intuitive, just would have been a nice2know that the central blocks are "your deck" it gets obvious after a few shop rounds though! I'd also be nice if more expensive version of the buffs could show up, so I could pick what block gets the upgrade. It's a bit sad when you get an eating multiplier on a block that has a touching buff already. Personally I don't see a lot of incentive to get candy or chocolate pieces because a lot of buffs are "same type" and the base deck is a lot of chocolate chip cookies. I get it was only a weeklong jam, but might be something to balance out a bit more.
Also the audio on web really glitches out a lot when you remove focus, on Discord you mentioned this is FMod's fault- but I'm pretty sure there should be settings or ways to atleast mute the frame if its out of focus. If not through Unity, could always try just injecting it in with some JS ;) The music & sfx themselves are quite good, have had the game open for a couple hours and it hasn't gotten annoying, so good job!
My main critique with the game itself :
The rythm-like aspect. it adds no real value to the strategy aspect & only makes it a bit frustrating, I'd leave that out or make it a separate game mode.
Correct me if I'm wrong but currently there is no punishment for having pieces of the tower fall?
And is there value in building a higher tower? Do I eat risky blocks to keep it tall? or does that just hurt me. All questions the game itself doesn't accurately answer. It's hard to compare score too as it disappears fast & each run is different, (although I can get to 100k quite reliably now)
As soon as there is a smallish bit of skew on the tower placing blocks next to each-other can become quite impossible. Would be nice if it let me place the blocks anyway, with maybe a yellow outline? or the option to nudge a few pixels, even if there's going to be some "splash damage". #risk it for the biscuit right xd.
Tried the game on mobile and tapping the blocks doesn't do anything there, bit sad as I think it could be fun on a touchscreen.
It would also be a fun challenge if you could get some odd shaped blocks, like Tetris like blocks that are cookies with bites taken out of, or taller blocks. currently the side switching mechanic never really shows to be useful and adding such unique blocks could solve that.
Still in the end you got me to play for a few hours, so that's a really good thing considering its a gamejam game.
Hope this is the type of feedback you were looking for, if you want we can chat more in Discord. <3
+ If you plan on working on the game post jam & maybe towards a steam release & need some additional testing you know where to find me. :D
Dam thats awsome feedback, can you do the same for us? :o
Sure, I do almost daily livestreams in the Jamlytics Discord, feel free to join. usually in from 18:00 23:00 UTC+2
Awesome do you have a link to the Discord?
ty Quinten, I'll add things to the list of feedback!
As usual, you've done a nice job making the game! It looks really nice, it has quite a unique idea that I found really interesting, nice and pleasing graphics throughout the game, and generally extremely polished! Rotating the blocks like jenga is a good touch that adds a bit of complexity. I also like the fact that eating the tower is a thing in the first place, and not just placing alone, as it breaks the uniformity that might make the game feel stale for a while. Good job on that!
For some criticism, I think the game is a bit slow, where the main contributor in my mind is how you need to slide in the biscuit in the first place. It bogged down the game for quite a lot in my opinion, and the way it currently works (i.e. basically snap to the correct position or disappears completely) it feels like it doesn't really add much to the game at all. Maybe disabling the snapping and just allowing placement on any possible place? Or if you are going for a much faster pace, just place directly in the selected place immedately. IDK. Another thing is that it feels like there aren't many tactical decisions to be made at the moment, as filling up the whole level before moving up is usually better, and that doesn't feel like the risk is too much here.
But with all that said, this is still a nicely built game. Well done!
(P.S. But why every game need to be a deck builder though :P)
Thank you Kelvin, I'll make great use of this feedback later :)
About the deckbuilding: It's one of those genres where I get to do a lot of backend work and systems design which I enjoy the most when it comes to gamedev. It's also usually easy to add more content to without it being very art heavy, which is the sort of things I need as a solo dev. Alongside that, deckbuilders usually have a lot of opportunities for reusing assets, and I don't need to create a polished player controller, unlike for the majority of other genres (though this depends on the game again).
this game looks so well made, I'd say it close to be a finished product! keep it up!
Enjoyed it quite a bit, love that there's actual physics involved (especially when eating bottom pieces). Bravo