
Abomination Tower is a humorously macabre, 2D procedurally generated platformer.
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A lot of people dream of hearing the pitter-patter of little feet in their house. I myself dream about the pitter-patter of undead feet. You save so much money on groceries with undead kids, and they never grow up into smelly hairy horrible teenagers. Amethyst Quarter granted my wish with a procedurally generated platformer called Abomination Tower. You play as a headless corpse named uhh… Headless. A short intro cinema shows him being thrown in the trash by the mad scientist who gave him life. Or unlife. Is Headless out for revenge? Does he just want to give his daddy a hug? Is he even capable of cognitive thought? I don’t think these questions will ever be answered. The tower is dastardly difficult, and seems to continue on forever. I suppose the journey is all part of the experience, and there are plenty of scoreboards and unlockables to motivate you on your way. I enjoyed my time with Abomination Tower, however it does fall short in a few areas. What are they? Read on, and lets take a closer look at Abomination Tower. There is a lot of wall-jumping in this game. The gameplay is quite similar to a certain popular meat boy, however the levels focus on traveling vertically rather than horizontally. I found the controls to be tight, though it does lose a point for being slightly floaty. As you wall-jump your way past the many obstacles, you will collect eyes which are used to unlock heads for Headless. Not only do the heads make him slightly less headless, they all add their own unique powers. This, combined with a global high-score table, make replayability Abomination Tower’s strongest aspect. Speed-running the levels isn’t easy, especially when you can only take one hit, but if you’re up to the challenge you can try and run through a level as fast as possible for a shot at fame and fortune. I didn’t find the traps or enemies to be extremely innovative, but they certainly are placed in a way that cranks up the difficulty. This game requires almost pixel perfect platforming. Most of your deaths in Abomination Tower will be your own doing. The game does fling some stuff at you, but I found most deaths were simply due to crashing into an enemy or miscalculating a jump. While I didn’t find the game to be very innovative, aside from the swapping of heads, it is still a great example of the lost art of platforming. I appreciate that the focus is solely on the platforming. You don’t even get a weapon to strike back against the enemies. You’re simply a misshapen creation on the run from larger abominations. Abomination Tower doesn’t try to be anything that it isn’t, it works well and knows what it wants to do, and for that I applaud it heartily. While the sound FX are certainly decent (I especially like the gross sloppy slapping that wall-jumping makes), I found that the music consisted of only one song. The song is creepy, has a nice progression, and fits the aesthetic however only having one song means that extended play sessions can be the equivalent of psychological warfare. While I enjoyed Abomination Tower, my main points of criticism are due to the aesthetics. The graphics are decent, but remind me of a flash game. If you’re going to go low-res, I’d suggest going full retro. This game would’ve looked super in 16-bit. There is not really a story besides the opening scene of a scientist dumping a corpse in the trash. Perhaps the story is resolved at some point, but I painstakingly worked my way up to level six without so much as a boss fight. The only changes in the stages was a palette swap every 4 or 5 levels, which I guess makes sense because you’re climbing the same castle, but it certainly left me wanting for more. Level design also loses out because many obstacles can be avoided. Overall though, Abomination Tower is a great way to kill 10 minutes. Then you can reanimate some of those killed minutes and replace their head with a butt. Oh yea, it has a great sense of humor too which is a great accomplishment for a game having such a dark theme. Kudos. Big thanks to Amethyst Quarter for the review copy. I hope to see more from you guys in the near future. Gameplay: Controls- 9/10 Fun Factor- 7/10 Difficulty- 8/10 Replayability- 8/10 Innovation- 3/10 Aesthetic: Graphics- 5/10 Music- 4/10 Sound FX- 7/10 Story/Lore- 0/10 Level Design- 6/10 Final Score: 57/100 for replayability, difficulty, and controls. Summary: Procedurally-generated undead platformer with scoreboard and collectible heads! Full text/photo review: http://www.indiegamebundles.com/review-abomination-tower/ Video review: https://www.youtube.com/watch?v=aIlWyIlLOjg
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Languages: English
Hours played at review time, across 40 reviews with recorded playtime.
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Just another crappy indie game.
While it is clear that this game tried to bring the feel of Super Meat Boy, it failed to preserve what makes SUper Meat Boy fun and worth playing. The type of physics seems to clash with the level design, especially in the later levels where slower play would've been preferable. I died multiple times from a jump either not responding or spontaneously overshooting along with several incidents of blind jumps. Super Meat Boy got away with its harsh difficulty through rapid respawns, super tight/responsive controls, short stages, and a comprehensive understanding of flow. Abomination Tower fails in at least the latter two. I feel that the procedurally generated approach was a bad idea for this type of game. Not only did each level feel like it was dragging on with little to no perception of progress, but the lack of hands-on level design ultimately hampers the experience. The stages ultimately got more and more cramped the further up you went and added elements that forced waiting times. Usually, with a rougelite game in this like Spelunky or Binding of Isaac, there is at least a little margin for error despite the harsh difficulty alongside a plethora of options and tactics to succeed, neither of which is really present here in sufficient quantity. If you're a hardcore kaizo player, you might enjoy this, but there are better genres of both types out there.
Easy-to-die 플래포머 게임. [Super Meat Boy]의 영향을 많이 받은 느낌이 드는 게임이다. 이름의 'Abomination'은 혐오감을 일으키는 것이라는 뜻이 있는데, 캐릭터 디자인이나 여러 장애물의 디자인 때문에 그런 이름을 붙인 것 같다. Team Meat의 방향성을 많이 따른 것 같아서, 이 작명도 아마 그런 경향의 일부인 것 같다. 한편, 컨트롤이 중요한 게임에 약한 플레이어에게는 이 게임의 난이도 자체가 혐오를 불러일으킬 수도 있을 것 같아 누군가에게는 중의적인 의미로 비칠 수도 있지 않을까 생각이 든다. 그래픽은 평범한 2D로 제작되었고, 타이틀 이미지와 캐릭터의 이미지를 보면 역시나 Team Meat의 [Super Meat Boy], [Binding of Issac]의 분위기를 따랐다는 느낌이 짙다. 배경 음악은 특별히 인상이 남지는 않는다. 점프와 회피를 통해 장애물을 넘고, 스테이지 곳곳에 있는 '눈알'을 모으는 형식을 취하고 있다. 하나의 스테이지는 [SMB]와 비교했을 때 비교적 길다. 장애물에 죽으면, 목숨을 하나 잃고 스테이지를 다시 시작하게 되는데, 스테이지가 정해진 구조 내에서 무작위로 바뀐다. 눈알은 한 스테이지에 5개 분배돼 있고, 스테이지를 거치며 5개씩 모을 때마다 새로운 '머리'가 해금되고, 각각의 머리는 특수한 상향을 제공하는데, 예를 들면 맨 처음에 얻는 머리는 한 번 장애물에 걸려도 죽지 않게 해주는 효과다. [SMB]의 스테이지 분배가 초반에 기본적인 조작법을 알려준 후, 하나의 장애물을 등장시키고, 그 장애물을 여러 회 활용하며 스테이지를 꾸렸지만, 본 게임은 초반부터 별 안내 없이 게임이 진행된다. 게임의 규칙 자체는 어렵지 않기 때문에 바로 익히고 게임을 하면 되겠지만, 그 때문에 난이도의 조절은 효과적이지 않았다고 본다. 그래도 게임 자체의 마감은 잘 되어있고, 이런 식의 '컨트롤 생존 게임'을 즐기는 플레이어라면 해볼 만한 게임이다.
Super Meat Boyをリスペクトした(と思っている)2Dアクションゲーム。 箱○コン対応。 操作は移動・ジャンプ・ダッシュとシンプル。 内容は障害物を避けて塔を登っていくというもの。 構成は10階層となってる模様。 途中に配置されている目玉を集めると主人公に装着できる頭がアンロックされる。 頭には一回分ダメージを無効化するなどのプレイを多少楽にしてくれる要素がある。 SMBと違う点は復活できる回数が決まっていること。 難易度を上げると復活できる回数が10→6→3→0と減っていく。 ゲームオーバーになるとまた最初からプレイすることになるため 頭のアンロックに必要な目玉を集める作業はそのプレイ中に集めなければいけない。 プレイ毎に障害物が出てくるパターンが変わりますが内容は変わりません。 以下感想。 階層を登っていく毎に難易度は上がっていきます。 が障害物の配置がシビアになる以外に違いを感じられないため 階層を登って行っても内容は大して変わらないと思う。 この手のゲームで大事な操作性は自分的には良好。 死亡判定も理不尽だと思うところは軽くプレイした中では感じられませんでした。 難易度を上げて変わることは実績とゲームオーバー数だけだと思われるので とりあえずEasyでプレイすることをオススメします。 498円という値段なら納得できる内容だと思いました。
bought it on g2a for 0,06 cents, idle for a couple hours, got the cards, sold the cards for around 0,07 cents each, PROFIT!! $$ rate 10/10 would idle again!
Controls are quirky, and I disliked it. Just my opinion.
ragequit after level 2. exceptional controls, but i just wasn't in the mood to destroy my controller today.
http://youtu.be/D6s-La6TYBA
デザインはThe Binding of Isaacですがゲーム性はSuper Meat Boyというプラットフォームアクション。 操作性はいいが正直あまり面白くない。よくある高難度と理不尽をはき違えたゲームという印象で、モチベーションを維持する仕組みも皆無で練りこみ不足だと感じた。 死ぬたびにマップ構成が変化するせいで習熟を阻害しており、マップを覚えてクリア、地道にコツを掴んでクリアというカタルシスが得られない。 ステージ毎にいちいちランキング表示されるタイムアタックと、主人公の頭のパーツ集めという収集要素が噛み合っていない。 メニュー画面はアンロックの表示とサウンドコントロールのみ。ウインドウ切り替えすらない雑なつくりでとてもゲームを続けようなどとは思えない。 こんな粗末なクソゲーをやらずとも同様のジャンプアクションは掃いて捨てるほど存在する。 あえてこれをプレイする理由はない。
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