Twisted Tower

Twisted Tower

Feedback on the demo.
Some things stood out in a way that may or may not be problematic in the future, depending on how the rest of the game is executed (or whether that was the intention).


1) The main way combat was presented was in these "ambushes", locking the player in a room until all enemies were eliminated.

The problem here is that in none of them did it seem like I was actually being ambushed, given the low quantity and lack of aggression from the enemies.

In all of them, without exception, I needed to look for the last enemies that simply wouldn't move in my direction.

And even on the last one, it felt like it was completely in control, undermining the excitement the song was trying to evoke.

There's a lack of pressure, pure and simple.

2) Tied to this feeling of being "always in control", the excess of resources seems to have stolen any strategic dimension from the combat.

At no point did I feel like I needed to ration and at no point did I run out of ammunition.

I finished the last fight with enough ammo to face 4 or 5 times that amount of enemies.

The hammer, unlike what normally happens in these games, almost escaped the fate of becoming a useless tool. The upgrades made it a strong weapon (I'd say too much), but the excess of resources trivialized its use almost immediately.

So unless there is a practical need or benefit for using a hammer as opposed to firearms, I imagine that the poor thing will be just another toy of destruction gathering dust on the shelf.

Being able to buy all the upgrades right away didn't seem very satisfying either.

I didn't even get a chance to test the machine gun without upgrades.

And that's it, I think. All these are the only observations that I think would be of any use.

On the whole I found the experience to be very solid and I would be satisfied, although not impressed, if the rest of the game displays the same level of quality.

That said, I emphasize here again that these observations are made in the context of the demo and may be completely invalid in the context of the entire game.

In my opinion, if there is a problem here that could harm the experience, it is simply a lack of balance.
Last edited by PEDRO_HBA; Feb 12 @ 10:48am