Tower of God - Final Release and Contest

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After almost two years of work, I am proud to say that Tower of Heaven is now officially released, complete with epic graphics, music, and a blisteringly difficult final level designed by yours truly.

Thanks to Flashygoodness and Battlerager for their work on the phenomenal soundtrack (you have to listen for yourself) and all of you beta testers out there (namely, Gainsworthy, Tanner, bigbossSNK, Noyb, Fishyboy, Sparky and Cheater, among countless others), and of course all of my pals on TIGS and Deviantart for playing and enjoying an admittedly difficult game. We appreciate it.

To commemorate Askiisoft's debut game, we are holding a promotional speedrun contest of the game using the built-in Speedrun mode (unlocked after beating the game normally). And for this occasion, I have invited my good friend Ben Greenman, who holds speedrun world records in Contra, Startropics 2, and Shadow of the Colossus, to perform a speedrun of Tower of Heaven. His fastest time so far has been 3:30 / a98a1059.50b8; as a contest participant, your job is to beat that time, and provide screenshots and the hashcode as proof.

THE TOWER OF HEAVEN SPEEDRUN CONTEST

Guidelines: To participate, complete the game in Speedrun mode (selected from the main menu) with a time faster than Ben's current record of 3 minutes, 30 seconds, and send me a screenshot of the time on your ending screen as proof via Notes <---IMPORTANT. A user may submit multiple times, as long as they beat the current record. If a time is submitted that is faster than Ben's record, that time will become the new record for the rest of the participants to shoot for. The three users with the fastest times at the contest's deadline are the respective winners!

CURRENT RECORD HOLDERS

1st.) :icondjcomet:, 2:17

2nd.) :iconjockolanty:, 2:18


3rd.) AnarchoElk, 2:218



Prizes:
First Place: A full custom art from yours truly, at your request, with Game Boy colors. No size or subject matter limitations.
Second & Third Place: A custom sketch/lineart from yours truly. No size or subject matter limitations.

Time: Contest ends at midnight (Eastern time) on August 29th, 2009.

So what are you waiting for? DOWNLOAD THE FINISHED GAME AND GET TO IT!

www.askiisoft.com/download.php…

And if you like it, please donate a little to askiisoft at our WIP website(askiisoft.com/) via Paypal. We'd appreciate it.

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FANART:
There's nothing more heartwarming than getting good fanart, so thanks to :iconpaipuburaketto: for this faithful rendition: paipuburaketto.deviantart.com/…

Also, :icondesgardes: endearing pixel fanart makes me squeal like a little girl: desgardes.deviantart.com/art/Y…

:iconmayuzane: created a cinematic interpretation of The Tower: mayuzane.deviantart.com/art/He…

:icontuyoki:'s triple-tribute to Askiisoft and friends is the epitome of :wow: : tuyoki.deviantart.com/art/fana…

And, of course, :iconkupokk:'s lovely illustration of god's wrath: kupokk.deviantart.com/art/why-…

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KNOWN ERRORS & BUGS:

- For many players, transparent parts of the game screen have failed to render properly, with the screen turning completely black during the second stage, making gameplay impossible. Unfortunately, this is a problem with Game Maker itself, not the gamecode. According to xerus and AGuy, however, this problem can be fixed by either restarting the computer or (if the problem is with the nVidia driver) starting up Fraps, opening the game, and then closing Fraps (no need to record anything).

- There have been verified reports of memory leak within the game; every time the 'Q' key is pressed to restart, around 10 MB of memory is added to the game's total usage. We are working to fix this problem, but until then, please bear with us.
© 2009 - 2024 godsavant
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walkingparadox's avatar
Dear sir,

A friend of mine had me pause my regular gaming routine to try your game. I have quite some complaints to express, so please bear with me.

I'm going to offer some visual aid if I can, because I'm not sure if you're the gaming type yourself.

First, foremost and absolutely above all:
I strongly dislike your controls. To say that they are beyond unconventional is an understatement. Have you ever played a platformer for any console like SNES, NES, Sega, etc.?

Let me show you why I bring that up:

[link]
This is an old-school SNES gamepad. Notice the placement of the button categories; the directional keypad is on the left and the four buttons are on the right.

The SNES had a good competitor at the time. The Sega Genesis.

One such gamepad looked a bit like this:
[link]
Notice once more the placement of the button categories even though they are in opposition to Nintendo.

That was, however, quite a long time ago. Let's see how things began to change in the mid-nineties.

[link]
Here is a Sony Playstation controller. It's got analog sticks and all kinds of things! Still, the directional input is featured on the left and functional input is featured on the right.

Let's go a wee bit closer to the present now with the mighty Microsoft's XBox.

[link]

It's ridiculously huge. It actually had a warning label saying that young children shouldn't play it without adult supervision because it could crush them. They didn't deviate a whole lot from what seems to be traditional or conventional. Movement is based on the left part of the module and function is based on the right.


Let's examine your layout.

[link]

Here's a screenshot of a keyboard. It's a standard keyboard (obviously made in China, as appropriate). I've analyzed the location of your unchangable button setup for simple observation.

As a longtime gamer and phlebotomist (who is quite aware that certain things are not quite the same if in the non-dominant hand), this is a terribly huge pet peeve of mine. People program the arrow keys for movement and then letter keys for functions because they're aiming for simplicity amongst the general populace rather than finding something consistent with people who've been playing video games more than just casually (i.e., not solitaire or hearts).

I would not have taken the trouble to fish up images of controllers and superimpose text onto them had you implemented a feature in your game to modify controller input. I've never coded a game, so I don't know how much trouble it is. This is just my honest feedback.



My other beef with your game:
The traps.
Call me whiney, but I grow furious when I struggle through your clumsy, unconventional button configuration to get almost to the end of a level and a block springs a trap that kills me and there was no other possible way of discovering it and saving myself unnecessary frustration. It does not add any ounce of challenge to the whole experience. It is akin to someone using hacks in a first person shooter game to defeat you. Know what I mean?

Add a savestate function if you're going to be unfair about the traps, fix the button input and I will be able to enjoy it.

Negative things aside, it's quite interesting and easy to get into and has great potential.