Review of Haunted Tower

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Keysle

Haunted Tower Review
By Keysle on 30 July 2007


Pros: Several levels

Cons: I repeated a set of levels

Not Haunted... But still cursed

First of all... The shooting... I wasn't exactly sure what you were going for but i found that when I press different directions to shoot all the bullets flew in the same direction... I like this is one way: I could generate a wall of bullets then throw it down a hall of monsters.

The enemies I found limited, both in different kinds and behavior. Well... There was the boss... But all he did diferently is shoot, and his attack had no creative challenge.

Level design... Hrm... All I saw was game stallers... One after the other... Nothing different, accept maybe the occasional "start the level and monsters are in your face", Just the same levels with different block layouts... I know, I know, the stars that blocked the monsters from moving forward... But that was... Strangely place: I say this because when a ghost hit a star, it was just sent back to it's starting position, not so that it was to bounce off the star like a barrier, but just went back to the starting position.

Title screen... At first, I didn't know what to do... I clicked on stuff, nothing happened... Then I thought to press the arrow keys. That worked, so I moved to where I wanted to go... I say that the interface was one of your better areas because rarely does anyone do anything where it involves the interaction of the actual character on the title screen...

Finishing up... Yes, I know, it's one of the most obvious things to do, to press F1, but hey... Nobody told me that was the way... And yes I'll admit it... I stopped playing the game when I noticed that the levels in the tower started to repeat... There could have been something after it, or just the same thing.... I guess I'll never know, but that in it self is a fatal throw down...

Aim... I was reading the forums and I noticed you made a post that your halting the Haunted Towers game and beginning a new one... Some healthy suggestions I have to offer are:
-Some original sprites
-More types of enemies, with different behaviors
-Bosses with better AI
-Make some of the block layouts have small puzzles to solve... Not just delivery boy puzzles (Where you get something and go back to open a door or something (Dont' those games irritate you??? It's like, the obstacle serves no purpose but to waste your time))... Infact none at all. Have something that challenges the player. For instance, a block pushing puzzle... And be careful not to repeat these puzzles over and over.
-Items, Powerups, or Different characters will give a great shine to the game, allowing for a demand of replay and change in strategy. And maybe have some of these items help you solve puzzles... Like a grappling hook to pull stuff over that you can't reach... or maybe a (I don't know) jar that will let you fill it with water, to transport it to another area for any reason...

I can see it on your face now... Reading all these suggestions, it might look hard to program, but it's not... Well if you take the time to learn... And if you are familiar with scripts, then it should be all the easier.

Now, when I say this, I mean no sort of spam or self gain of rating. But you might want to look at my game Dungeons (It might not be the best but it's a good example)... It has many different levels, different items, different monsters, different bosses, and different challenges... That should help you a little... It should give you some Ideas

NanoWorks Games

NanoWorks Games said 848 days ago

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Thx. I might restart this game with your tips.

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