Playing through Tower Climb and doing both a video spotlight and written review of it, I called the game out as being “button-heavy” when it comes to its controls and game design. Button-heavy is an unusual term and one that I want to delve into a bit more in today’s piece, because it’s one of those issues that is not always apparent from the start.
Tower Climb has been a game that I’ve been keeping an eye on since I first heard about it. A recent sale prompted me to finally try it out and what we have is an interesting mix of rogue-like and platformer design wrapped up in an old-school pixel aesthetic. Don’t let the cute graphics fool you however, this is a brutal game and is not for everybody.
Cooperative games have become very popular with the rise of broadband technology and the ability to easily connect to people directly in game. Titles like Left 4 Dead, Payday, Forced and Helldivers, all let friends and random people a chance to work together with using unique forms of game design.
The genre is one of my favorites and I’ve spent more time than I can remember playing Left 4 Dead 1 and 2. With that said, the genre is a challenge to design for and there are some important considerations to understand and allow for when designing a game in it.
Helldivers is the latest game from Arrowhead Games and was their first game developed originally for PSN and is now making the move to the PC. While it may feel like their previous hit Magicka at first, there are a lot of new things out there in space.