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Puzzle Tower is a game which made under the restrictions of an RRR competition where you were supposed to use about only "one" of everything.
Meaning you were only allowed to use one bgm, one map, one hero, one picture, one switch, one variable and so on. Things not limited was sound effects and amount of events. A more detailed explanation of the rules can be found here.
This game took 1st place in said competition.

This game is all about Alex trying to climb a tower with mysterious puzzles in search for treasures and glory. The game consists of 11 short Puzzles of medium difficulty.
Alex might not be the only one wanting treasures and glory though, so he should be quick in solving the puzzles and climbing the tower.

Another thing to be said is that this game has drawn some obvious inspiration from befuddle quest, which has a very similar setting.

Estimated amount of gameplay on a playthrough should be from 10 to 12 minutes.

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  • Completed
  • Kazesui
  • RPG Tsukuru 2003
  • Puzzle
  • 11/02/2011 09:13 AM
  • 06/08/2022 04:10 PM
  • N/A
  • 20952
  • 1
  • 267

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The concept of this project sounds familiar...
Yes it does, doesn't it? And apparently this (less original) concept proved efficient. Which reminds me that I should mention the inspiration in the profile as well, thanks.
Nice. I liked the crystal pushing puzzle the best.

When I finished it said I completed 8 out of 11, but I was only presented with 8. What's up with that?
The competition rules said that the game should have around 10 minutes of gameplay, and I took this very literally and added a timer which would end the game approximately after that much time has expired. If you solve enough puzzles within the time limit, you will still beat the game despite there being puzzles left.

If you start it over and do the earlier puzzles quicker this time, you'll probably get to see the 3 remaining ones as well
As it's currently 1am where I am, I am too lazy to write a full review, but I wanted to at least say that I had a fairly great time with this game. I liked many of the concepts for each of the puzzles. Particularly, the having-to-mess-up-some-steps-but-not-too-many-before-the-path-is-blocked-off puzzle. I liked the room with the boulders and teleporters, but I'm mixed on that one because it was a lot of simple trial and error, which ate up most of my time on the first run. I got to the last puzzle on my 2nd run. Although I like the stop-and-go concept, the execution here is greatly flawed because since the direction you move changes at random in less than a second even if you move veeery slowly, you are still very likely to step on a teleporter. The delay between flashes needed to be set to a fair minimum.
I can't pass the puzzle six (the diamonds one), but great game!
I can't pass the puzzle six (the diamonds one), but great game!
Ah cool, still some attention for this tiny contest project.
Yeah, the last puzzle is clearly the weakest, should definitely have modified it somewhat. I can also see the time thing being slightly frustrating, but that's something I more or less had to do, due to the 10 min gameplay constraint. Normally, I wouldn't impose such a time limit on such a puzzle, but given how short the game actually is, I figured it would be rather bearable.

Either way, thanks for the feedback
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