This is fantastic. Especially the cars getting smashed by falling pieces. I'm stuck on Level 7, I wish I would get more magnet pieces.
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Tower Thrower's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #1 | 4.433 | 4.433 |
| Fun | #4 | 4.100 | 4.100 |
| Overall | #10 | 3.844 | 3.844 |
| Theme interpretation | #41 | 3.000 | 3.000 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
What a fun game! I really liked the little details like the car that picks up destroyed cars :D Graphics are really nice too and overall very well made game.
I admit, I couldn't get past the slippery level, but that was good fun! I think the idea is really cool, great work!
Fun game! The interactive environment is a nice and important touch. I feel like a little more friction for the earlier levels might have been nice while learning the game, since you can’t move the cannon yet so there’s a lot of leftwards sliding when the pieces land.
Also a couple of tiny nitpicks:
- Retry should reset the camera position (I went really high and then had to wait for the camera to come all the way back down)
- Z-index seems to be slightly off for some things in relation to the cannon:

I really really liked this! So relaxing just shooting bricks and trying to get to the end and... it felt like a classic game. Very cool combo of tetris mechanics with tower building. Sooo GOOD!
I hope the driver of that vacuum truck is getting fairly compensated.
Wow, this was awesome! The graphics are so polished and I am amazed at just how many levels with unique cool mechanics you did! The whole game idea is just too fun and I would really like to play more of it, even if it was a tad hard to get the hang of it. This would be so neat as a mobile game! ^-^
The gorillas.bas<->tetris mashup I didn't know I needed. I loved the hover-traffic even before I realized it was a part of the gameplay. The main thing that sticks out as a frustration were the mousewheel controls. I think that's probably a difficult thing to get to feel right on a lot of different machines though.
This is glorious. The attention to detail is awesome - the damage collecting cars wouldn't have to be there and yet they add to the wacky atmosphere. The core loop is really fun and I was sometimes biting my nails and hoping something would stick. The difficulty scaling is great, the later levels might be a bit too hard for a jam game. 10 is the last lvl I assume since the "Next" button didn't work there.

I was considering a similar take on the theme my main inspiration being Tricky Towers, but I decided to do something else because I couldn't think of anything novel with the gravity-based tetris (and frankly I was also scared of making a physics based game). This entry however is innovative and a great package overall.
Very minor nits:
- RNG is super stingy with special blocks - e.g. got just 3 magnetic ones on lvl 6
- still unsure how glue blocks work
- camera tracking is very slow and it's possible to escape
- it's also possible to travel out of bounds
- the height tape is present in some lvls, but not in others, which confused me a bit at first till I noticed there's height UI
- the height number sometimes goes crazy
- the controls are a bit faffy
Thank you for your nice comment!
Yes, level 10 is the last one, I forgot to add some kind of congratulations dialog on the end.
Tricky towers also was my obvious inspiration, very lovely game. And you should try making a physics based game, bevy_rapier worked really well and it was easy to get started. Up until day 5 the game didn't have any graphics at all and only relied on rapiers debug renderer, which made it super easy to prototype the game. Getting the feel and weight right took me a while though.
Unfortunately too many magnets made the physics somewhat unstable so I had to reduce the amount of effect blocks, but I definitely turned it too low.
The glue blocks glue to any block it touches, and it "hardens" once the block rested for a moment. I guess there should have been a visual indicator for that.
In the levels without height tape, you have to reach a certain block count to win.
I think I can answer a part of your question - we did a lot of "mathing" and calculating, how many meters with how much weight a block would have and how many pixels one meter of material would represent, then played with the numbers until it felt right. We really wanted to drive home the feeling of heavy concrete blocks and a (reeeeaaally) powerful cannon, so looked at reference photos and videos of collapsing buildings and stuff ^^ It was A LOT of playing around until they didn't feel like paper boxes anymore haha




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