Recently posted and removed, because folks thought I was talking about my own game. Was actually talking about friend slop, not Twisted Tower. Let me clarify: friend slop or some “gimmicky games” — I have no problem with them. That said, they do seem to tend to go viral on social media. But— it doesn’t mean they’ll do well on Steam. That’s all I was saying. As for my game, it wasn’t really a “viral” social media game. It had some good posts, but not really “explosive viral”. (Twisted Tower is doing very well on Steam at the moment, better than I ever dreamed. Much love, thanks for letting me clarify)
You misinterpreted this post. Wasn’t even talking about my own game — own game is crushing it actually (better than expected, which was my point actually because my game never went super viral on social). Was talking mainly about friend slop. I removed because it makes sense why you thought I was talking about my own game. Was actually responding to a post from indie Joe. That said — I’ll clarify tomorrow in new tweet. Much love
Finished it last night and will be writing the Steam review this weekend. Bug-wise, it was remarkably clean. The attention to detail with colliders, inputs, and exploit prevention was excellent. In a game with high jumps and dashes, you somehow achieved airtight level design. Great visuals, great performance, and constant fun. This is what “earned success” looks like. Congratulations!
Well guys... it's been an incredible launch week, and it's truly because of you all. I'm so lucky to have you all playing Twisted Tower, and I really am shocked by the overwhelmingly positive response. My team has pushed ourselves to our limits to ensure this game's launch was rock solid, and that any lingering bugs and optimizations are addressed asap (but ofcourse, the game seemed to launch without many major bugs to begin with!). I am going to get some rest with my family, and will be back at it soon. You should expect more updates next week. Localization is coming. I'll begin that process next week!
I want to give another shoutout to Felipe Caravelli (@felipecaravelli), the VIP team member on Twisted Tower! He is a master of level design, weapon design, and environment art. The two of us really carried the torch for this game for it's 5 year development. That said, there were dozens of other contractors who did bits and pieces of work on the game, including @brynethart (character art) and Ajay Venkat who did the initial code base for the FPS controller, and was with us on the project for a time, but was later taken over by myself when there were budget cuts. Plenty of other wonderful folks played a part! It was definitely an amalgamation of some wonderful people, but Felipe truly was my wing man, and helped me drag this project over the finish line. Props to Felipe! Go give him a follow!
Had an early chance to play through and finish Twisted Tower and damn what a blast. I genuinely wasn’t expecting it to nail the BioShock atmosphere as hard as it does. The mood and the weirdness of it scratched an itch I’ve had for a long time.
🎭 Bioshock x Willy Wonka x Disneyland
🎭 Boomer Shooter-like adventure
🎭 Wide arsenal and weapon upgrades
🎭 Rich environments with secret areas
🎭 Mystery-driven narrative
🎭 5-7 hours
My only gripe is that it felt a little short. I finished it in about six hours even while hunting for secrets. NG+ adds a few new areas but not enough to extend the longevity much. That said, I can definitely see myself replaying it. Gameplay and pacing wise, it reminded me a lot of Postal: Brain Damaged.
Final Score: 8.9/10