Monday, February 13, 2012

It's Live!

You can now pre-order TowerClimb and play the latest Beta! When you buy the game, you should receive an automated email with your login credentials, which you can then use to sign in and download the game. The game comes with a pdf instruction file to help you learn the basics.

For those who pre-order, if you don't receive your email right away (because of an error with the automated system), email me ( , or and I will give you your account in the morning.

Cheers everyone! And I hope you enjoy TowerClimb!

(And yes, the new site is still a bit raw, but I wanted to release the game ASAP.)

Friday, January 27, 2012


This past week I sat down and worked like a maniac on the back end of my website. I'm pleased to say that all the features (database and website stuff) necessary for the beta are done. Beta members are now registered with the site and are able to securely download the latest version of the game, as well as comment on posts on the new blog. Now all I have to do is polish up the game a little bit so you guys can start testing! The game will probably be released next week, and from then on I will be able to update the game with new stuff periodically.

Sunday, January 15, 2012

New website and Beta soon!

Been a while since I posted an update!

I've been working hard on coding a new custom-made website and blog for TowerClimb and my other work (this blog will be abandoned soon). When it goes live, you will be able to pre-order the game and (gasp!) download and play the latest beta, and updates as they come.

The game is getting close to completion, but I've decided that letting people start to play it early is the best method to go about things. Getting some feedback and early testing would be great, and I'm sure some people would like to play the game as soon as possible as well.

In other news, I've also been working on a new trailer. I wasn't really pleased with the low resolution of the last one. Also, I entered TowerClimb into the IGF, but sadly it didn't make it as a finalist. My guess is that the difficulty of the game was a little bit (maybe a lot, heh) too high for the judges to fully experience everything the game has to offer. Getting to the later areas is quite difficult and some mastery of the game is necessary to complete it. This is great for players looking for a challenging and rewarding experience, but bad for competition judges. This is a roguelike with no way to save your game, after all. One mistake means you're gone for good.

Well, that's it for now. My goal is to have the game available for pre-order and testing in the next 30 days. (shorter if possible, but we'll see).

Here's a track from the game: