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Puzzle Tower is a puzzle game. It was inspired by Account Mu. Anyways, Puzzle Tower is a game about the 2 parties consisting of Eric and Natalie, and Ralph and Ulrika figuring that they should go adventure together. They realize they've already looted every dungeon; or have they?
A old man with an unknown name leads them to the legendary Puzzle Tower, a tower of puzzles where an ancient artifact with the ability to revive the dead lies. The adventurous party's goal is to solve all the puzzles, grab the artifact, and get out of the tower! But will it be as easy as they think?
Some of the different quirky objects they will come across in their puzzle adventure are the Black Bauble. This ball getting to the Green Switch will allow you to pass to the next puzzle. There is also the Box and Roadblock. They both strive to block the Ball, but the box is polite enough to let you push it. There is the Railroad Tracks, that the Ball can ride, but cannot come on from the left and right sides.
Of course, this game is not dull enough to only feature ball pushing puzzles! It features a wide variety of different puzzles, each striving to be fun and enjoyable. The game also features multiple modes, such as Time ATK. Mode, which gives the heroic party 30 minutes to finish every single puzzle. There are no other modes as of now, but I'm always taking suggestions!

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  • Hiatus
  • Christamoose
  • RPG Maker VX Ace
  • Puzzle
  • 12/17/2014 03:45 AM
  • 08/31/2022 08:46 AM
  • 02/05/2015
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Posts

Pages: 1
nhubi
Liberté, égalité, fraternité
11099
Christamoose you've been churning out games over the last week. I think this is the third one I've seen from you in the last fortnight. You may want to slow down a little and have a look at polishing them a bit. For instance in your 'quaint little bar' no-one has any drinks, nor are there any bottles behind the bar for the bartender to serve. It's all very one dimensional. If you want people to feel immersed in your game enough to enjoy it then you should include details that aid in that immersion. I know this one is simpler than the others you have released lately, being predominantly a 'solve the puzzle and move on' gameplay structure but you have included a bit of a bridging story so you need to make that more structured.

Also the puzzle rooms are very bland, straight grey boxes with the same furniture and the only change the items you need to interact with in the puzzle challenge. Perhaps think about changing the shape of the room, which can add to the difficulty of completing the puzzles, changing the furniture, using different coloured wall and floor tiles. Making one room a garden theme, another a desert that sort of thing just to offer a bit of variety.

I like the addition of the timed mode to get all of them solved within a limited period, perhaps you can do a low-light version, where you can't see the room as a whole but have a fog of war around you that means you have to memorise where the parts of the puzzle are in order to solve it.

CashmereCat
Self-proclaimed Puzzle Snob
11638
Firstly, I feel privileged that you were inspired by my game. I only hope to inspire others.

Secondly, I played this game and it wasn't half bad. Generally the pacing of the puzzles is quick enough so that I didn't get bored. I didn't finish it, though, because I blocked off the reset button in the boulder puzzle with the pushable blocks. I hadn't saved before then so I would have been forced to replay the entire game, but I decided not to.

Nhubi's notes will probably come in useful, because a quick fun puzzle game like this deserves good graphics. Here's some notes I made about quick improvements that could be made. The initial conversation could have music and sound effects. The windowskin is too blue. I liked the jokes made about the RTP's characters, including the Punch Bears reference made by Ulrika. There are fourth wall references and it doesn't take itself too seriously. I like that the gameplay starts not too far in the game.

The dark rooms are too dark. I had to bring my face close to the screen and squint and I still couldn't make out all the details. It's nice when a new tile is introduced and you go "oh, that's what that one does!". Some of the puzzles fall on the simplistic side, you could make them more complex, especially ones that only require you to push blocks aside.

I got stuck in the block-pushing puzzle when I blocked out the reset button, and I couldn't finish the puzzle. I also forgot to save. You might benefit from providing save crystals or prompts, and binding the reset button to a key or making it a menu option so that you don't get into a space where it is unresettable.

It was briskly paced and slightly fun, if lacking a little bit in elegance, at least it wasn't immensely frustrating, and it's a good time-waster. Well done, Christamoose. I wish you all the best for your future efforts. :)
Pages: 1