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Tower Off's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #1054 | 4.000 | 4.000 |
| Narrative | #2539 | 2.900 | 2.900 |
| Creativity | #3105 | 3.567 | 3.567 |
| Audio | #3907 | 2.900 | 2.900 |
| Enjoyment | #4393 | 2.967 | 2.967 |
Ranked from 30 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?
You have 20 seconds before the floor collapses. Your goal is to reach Floor 0.
(Optional) Please credit all assets you've used
We used (https://freesound.org/ ) for all the sound effects
(Optional) What would you like to be called if GMTK features your game?
Team R&B, Bentootoo
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Comments
Love the art and how you transition from the main menu to the game. I am not sure about sharing the attack with the health since attacking means dying, but I could be wrong.
Art direction is really strong, the cover art really grabbed my eye and stood out a lot from the bunch!
Our artist is going to be so happy to hear that! Thanks for playing!
/profile/romartwang
hhh yeah😋
hhh oh great,Thank u for your liking!
Really like the idea of falling to lower floors all the time while still dealing with the enemies from the previous one. I did however feel like it wasn't really worth it to attack enemies because it costed so much life energy. My strategy became just to try to kite the enemies around in a circular pattern and hoping I didn't get hit too much. The artwork and music were excellent!
Thanks for your advice! We definitely don't want players to feel frustrated. We'll add more mechanics in the future so that attacking is better compensated and feels more worthwhile.
Thanks for liking the art!
Great game, just the perfect size for a jam. It felt like a good supper, I'm satisfied and my tummy feels happy :)
Your words made my tummy feels happy ;) Thanks for playing, I'm glad you liked it!
I like the artwork! I like the idea of the game being in a collapsing tower. Very unique. Well done!
Thanks! We really like wordplay, so we turned the idea of "counting down" into one of the game's core mechanics by having the floors count down and collapse so that we are "counting down stairs". Thanks for playing, and I'm glad you enjoyed it!
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for liking the art!
Very cool art and concept ! It feels a bit harsh to be unable to move while shooting especially since the game is already very difficult (at least to me)… In the end i kinda played it like a bullet hell game and tried to survive the fireballs while spamming the chests
Thanks for liking the art style,bro!
Loved the artwork! And the little cutscene at the beginning was super nice. The enemies stacking up if you don't defeat them in time really upped the chaos. Great work ◕⩊◕
CHAOS IS THE KEY TO THE PLEASURE
-- - Bentootoo, 2026
Jokes aside, thanks for playing, shout out to /profile/romartwang for the cutscene!
Fast paced game. Felt quite difficult. I liked the character and enemy artwork and the falling to the next level concept. Well done!
When we had this idea of falling down, we knew this is going to be the key mechanics, it matches the theme and it bring more chaos to the gameplay :) thanks for playing and we will try to reduce the difficulties in the future update !
Super fun! love the idea of the enemies you dont beat falling to the next floor with you. Good job!
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Fun game! the art is nice and the gameplay is simple but fun
Aww, thanks! That's what we were trying to accomplish, so I'm really glad you said that!
Interesting game with a grate artwork, it feels like it needed a bit more balance because it feels relly hard sometimes. good job!
Balances will be done! Thanks for playing and great advise!
The fact you dont need to kill enemies to progress is really interesting and unique. It does get really hard though haha. I would have liked to either get more plant power from chests or enemies have less health as it felt a little too difficult for me. I really like the idea and the art style, good job!
We wanted to keep the game going without breaking the rythme, because I don't want like the fact that you sometimes need to find enemies to move on in a rougelike, so this idea came up! Thanks for playing and we will try to balance the game later on!
The animated intro is awesome, the art is cool and the game overall feels good. I succesfully reached floor 1, but the game seems imposible. If you want to get the maximum value of the laser you have to stack enemies, but that means a lot of fireballs on screen. If you dont stack enemies you waste your power and die early. In my opinion, the game needs a little balance, like chests giving 75 instead of 50 for example, so the game seems winnable and not imposible. I reached floor 1 with 200 power and a lot of enemies on screen, i dont know how much life has the boss but seems impossible.
Some bugs i found: There is a chest in some floor in top left position that seems you cant open (its too far) and if you change your chrome window and then return to continue playing sometimes the game is occuring in for example floor 13 but im trapped forever in the floor 14 position, maybe pause the game when its not focused by the web.
Fun game though, just needs a little bit of balance so its not that hard.
Also, you can try my game if you want, it just takes 5 minutes ;)
Nice! With the current difficulty, making it to Floor 1 is already a great achievement—you were so close to seeing the ending credits! Thanks for your bug report and your suggestions. They're great, and we'll try to tweak the game's balance and parameters to make it more enjoyable and accessible for everyone.
Interesting concept! I liked that if you failed to kill enemies in time, they join you on the next floor. A little more difficulty balancing and visual/audio feedback when performing actions and you've got something special here!
Yeah, thanks!
We'll definitely try to add that in a future update!
Initially, we wanted to make a roguelike where you could keep your momentum going even if you didn't manage to kill every enemy. Even though we didn't have time to implement all the roguelike mechanics in the end, we're pretty happy with how the rhythm of the gameplay turned out!
Really cool jam game ! Nice music and art, especially the thumbnail !
SHOUT OUT TO OUR ARTIST : /profile/romartwang
I loved the art and music. Really creative game play mechanics! I really enjoyed opening chests quickly and trying to get the most out of my charge attack without getting hit.
Was there a way to win the game? I played a few times and got pretty far but it just kept getting more difficult.
Great submission :))
Thanks for playing! The game ends when you reach Floor 1 and defeat the boss! With 16 floors to survive, we know it isn't easy.
A useful tip: try grouping enemies together before unleashing the MEGA LASER ATTACK to maximize your HP gain!
thanks for liking the artwork !!!
Tree Man trikes back! First i needed some attempts to get it, but it was really fun after i figured it out! I wished i can shoot and walk at the same time but other than that i would wanted some more feedback for my own weapon, without a soudn effect to pew pew people it makes less fun. Amazing Visuals and core mechanic! Amazing!
Holding down the mouse makes you charge your attack! And yes, you can charge and walk at the same time!
Interesting idea to shoot and walk at the same time, and yes, we need that PEW PEW!
I really like the art style. I failed to pass the first level. good job!
Thanks! We will level down the difficulties after the jam!
I really like the art style. The falling down mechanic is pretty nice as well -cool interpretation of the theme! The intro page is very polished. I just wish I didn't have to see it every time I died!
I played probably 50 times, but never really "got" it. Are you able to open the chests? My weapon felt too underpowered, and the melee enemies were so thick, I couldn't ever charge it up properly. Are you supposed to be able to clear all the enmies before the next floor?
I think maybe I'm missing a trick, or it's really just that hard. Is the "Perfect Dodge" a big part of it?
Edit: A played more to try and figure it out:
Thank you so much for playing! Indeed, the game is quiet hard and lots of mechanics are "not clear", we will try to improve the game in the future! We will try to reduce the hp cost of the laser and add more interesting mechanics ;)
You were definately on the right track, in our design the ideal loop is:
dodge bullet - open chest (spaming E)- hold you fire till the mutiplier become really high (mouse) - jump right before the floor break to achieve a perfect landing! (Space )
And it is up to the player to find the right moment to stop the laser charging to avoid overkill (I admit overkill is super fun)
i really liked the art and falling down levels idea! got cooked when it turned into a bullet hell but its a skill issue
Thanks: It was meant to be a bullet hell from a certain point, however we might need to scale down that hitbox!