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bluswimmer

Tumble Temple (Atari 2600)

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I love this game! The core gameplay is very fun and original, and the graphics / sounds are cool too.

Congrats, it's a very impressive "first" original game!

 

After playing it for quite some time, here a few ideas/suggestions that may interest you:

- I find the game to "slow" on the lowest difficulty levels, as you have to wait a lot between each block falling. It really gets more fun IMHO at level 3. Maybe you should make it the default difficulty? (so the game will start in "normal difficulty" instead of "easiest difficulty" by default)

- Maybe you should display the current highscore on the title screen, so that we know whether we beat the highscore or not.

- I love you how can adjust the jump height by pressing the button longer - it feels very "smooth" and natural while playing

- Regarding the long term goal of the game: is there a way to "win"? (clearing all the block leads to game over as we fall into lava)

- I'm still unsure about what really triggers the "blocks rise" (it seems to be the coin / ring).

- Last but not least, an odd idea: did you try to modify the gameplay so that the floor don't fall down, but slowly rise up? As hitting the ceiling kills you, and hitting the bottom kills you too, if you make this change, I think it could be a fun "extra mode", especially when played at speed 3-4.

 

Anyway, I'm eager to see an eventual new version, or maybe a cart release! :)

Thanks for the suggestions! I'll definitely add the high score suggestion. As for the "rising up" idea, that's actually a pretty good idea. The ceiling killing you is actually an unintentional oversight due to integer overflow, though the rising blocks would still be tricky in that case, since you'll have less time to react to the blocks.

 

And yes, the coin does in fact trigger the blocks rising.

Edited by bluswimmer

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Just tried the new version. Played great and didn't crash if the blocks went above the top of the screen. Really appreciated that is saved the high score as well.

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Yeah, I'm coming in a bit late to this, but am loving every second of it. Great little action game. The coins are a great addition. Are you keeping the ceiling kill feature? If so could the play field have spikes or something up there to warn the player of impending doom. I like the idea, though, because it requires you to keep the tower right in the middle. Sandy death below, spiky death above, gotta keep it just right!

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Yeah, I'm coming in a bit late to this, but am loving every second of it. Great little action game. The coins are a great addition. Are you keeping the ceiling kill feature? If so could the play field have spikes or something up there to warn the player of impending doom. I like the idea, though, because it requires you to keep the tower right in the middle. Sandy death below, spiky death above, gotta keep it just right!

The ceiling kill was actually an unintended side effect of the fact that you died when you went below the quicksand (integer overflow). It's been removed in the most recent version, though stacking the blocks up really high is still dangerous since the blocks come down faster and you have less time to react. Granted, it's still possible to crush yourself against the ceiling if you manage to get a coin near the very top...

Edited by bluswimmer

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it's still possible to crush yourself against the ceiling if you manage to get a coin near the very top...

I'm actually really glad this part of the game mechanic is still in there. Fantastic work.

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Hi all, apologies for the lack of updates as of late. I've just gone back to college for my next semester and I've been a little busy.

 

Anyways, version 2.5 is out, which fixes a bug that sometimes caused a block to "jump" to the bottom of the screen once it touched the quicksand. Additionally, a PAL60 version is now available.

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