Multiplier, Score Tweaks, and WebGL


It's been about a week since initial launch. While the point of this whole shabang was to quickly complete a game and move on, I did get a lot of great feedback from people that I couldn't pass up. The main changes are:

  • Score Multiplier: As you quickly dismantle lanterns, a multiplier goes up. If you run out of time, it sets back to 1. Simple, but it adds a lot to the game


  • Rice Basket Bonus: I really like cumulative bonuses, so I added that to the Rice Baskets. Each time you pick one up, the value of the next one goes up to 5. The Rice Baskets were quite risky beforehand, and now that risk is balanced out with a higher initial value + increasing value per Rice Basket collected

  • WebGL: This was tougher than it should've been, but I did it begrudgingly. Long build times, weird mouse / cursor focus issues, and having to remove some video options made this almost not worth it, but I do really like that people can get right to the game now. Especially because the game is so simple


  • Options for Windows fixed: Before, none of the Options settings persisted through plays. Now they do!

Next? Probably another game, similar in scope. Building this has been both a lot of fun and a great exercise in developing as a ...developer. I already have a similarly themed idea too, so some assets will be reusable. I have some other enhancements for this one though, the biggest being that I really want Online Leaderboards, so that I can see how many people I can beat at my own game.

I can also see the game developing an exploration sub-mechanic, where some of the platforms hold pickups that spawn different branches / paths when collected. I could see that being a lot of fun...and even driving a mysterious narrative. BUT...that might be feature creeping a pretty solid game. Let me know what you think!

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