Tower of Time 2: jam results and post-jam update




Hey everyone,

The post-jam version of Tower of Time 2 is now available! Go play it!

I meant to do the update release synced with the results from the jam but it got delayed due various factors. Either way let's take a look at the results and what the new update brings to the table.



For the jam I was hoping to get results similar to previous jams - or even better. As it happens to be, I reached the goal. I'm still puzzled how I manage to get as high rankings as these. All the ratings seem pretty accurate to me. 

Innovation took a hit because the game was pretty simple platformer. And that is fine since I one of my goals was to create a platformer. Nothing special. 

It's kind of funny how I took the aesthetics and story from my first jam game which also was a platformer. The main differences were the engines used and how the platforming controls. The first one was using proper physics and was vertical auto-scroller so the execution was so much easier. For the second one I tried to abandon physics and implement things with kinematic objects. And that caused me a LOT of headache during the jam. But important lessons learned either way.

I'm pleased and surprised the graphics and mood reached top 200 (and graphics top 150). I knew during the jam you would use proper tileset with corners and all. But due the implementation challenges I mentioned before I felt I had to cut corners. Quite many also commented how the tileset was missing clarity and they were correct. And with this we can move to the next section...


THE UPDATE :

I took time to give the game a visual facelift and improved the gameplay with QoL improvements and bug fixes.

  • [CHANGE] Running against the wall doesn't count for the 10 second timer.
  • [FIX] Collision between player and timeless blocks (purple boxes) was off and made the player possibly teleport out of the game. I made adjustments to make it better.
  • [FIX] Coyote time is now usable. 
  • [NEW] Implemented jump buffering for increased control.
  • [CHANGE] UI input focusing changes alongside with...
  • [NEW] Controllers are now supported. I only tested this with my PS4 controller, though.
  • [NEW] Getting a time up (clock) now has a visual feedback. Now it ought to be clear you get one second from them.
  • [NEW] Doubled the amount of playable levels. Gave the old ones revision as well.

Some known issues such as stutter on certain browsers remain unsolved but do let me know if you encounter any issues!

There, that is all for now. I hope you enjoy the updated game.


Until next time, take care!


- Code

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