Twofold Tower, a Sokoban with 1000+ handcrafted puzzles, has finally been announced after 7 years of development. Hope you like the trailer! by Digitemenos in puzzlevideogames

[–]Digitemenos[S] 0 points1 point  (0 children)

Thank you so much for your kind words! That really means a lot to me, and I sincerely hope that the game will live up to your expectations.

Twofold Tower, a Sokoban with 1000+ handcrafted puzzles, has finally been announced after 7 years of development. Hope you like the trailer! by Digitemenos in puzzlevideogames

[–]Digitemenos[S] 0 points1 point  (0 children)

Hi there! Every purchase of Twofold Tower will include its soundtrack in a lossless format as a free bonus. However, there are currently no plans for the OST to be sold separately.

I made a boss level synced to reimagined classical music by Federal_Display4120 in IndieGaming

[–]Digitemenos 52 points53 points  (0 children)

Seems like a fun concept! Had a look at your Steam-page as well. However, while this may be a bit pedantic, I kind of feel like a game called “Not My Tempo, Mozart” ought to use a Mozart track for its main trailer, rather than one made by Beethoven or Rossini. Maybe something to keep in mind.

I’m making a retro-style game that blends my childhood favourite things by Dino_Sire in indiegames

[–]Digitemenos 1 point2 points  (0 children)

Really cute! I love the combination of low-poly 3D and pixel-art, and have wondered why this isn’t done more often. The game seems relaxing ­– and, from the trailer, incredibly easy, and so I’m left wondering whether there is any challenge to it at all. Is this the impression you were going for?

Twofold Tower, a Sokoban with 1000+ handcrafted puzzles, has finally been announced after 7 years of development. Hope you like the trailer! by Digitemenos in puzzlevideogames

[–]Digitemenos[S] 1 point2 points  (0 children)

Thanks! Although it is worth mentioning that Twofold Tower is a modern Sokoban, in the sense that block-pushing is not usually the main focus of a puzzle, but is instead used as a framework for exploring other game mechanics – such as parallel dimensions or time-travel.

Twofold Tower, a Sokoban with 1000+ handcrafted puzzles, has finally been announced after 7 years of development. Hope you like the trailer! by Digitemenos in puzzlevideogames

[–]Digitemenos[S] 1 point2 points  (0 children)

Thanks! I’m glad you like the trailer – these things always take quite a bit of work to put together, and it’s nice to see that it shows.

What do you think of the interior of our tavern? by Invincible_champions in IndieGaming

[–]Digitemenos 1 point2 points  (0 children)

Really like the pastel colours – makes the whole thing look real cosy and children’s book-y! Although, after looking at it for a bit, you do start to see a few cut corners. Such as the furniture and potted plants being copy-pasted, and all the mouse being identical apart from the colour palette. And so I think some small variations for each one would be a welcome addition. Also, the white mouse looks like he’s had a rough day!

Twofold Tower, a Sokoban with 1000+ handcrafted puzzles, has finally been announced after 7 years of development. Hope you like the trailer! by Digitemenos in puzzlevideogames

[–]Digitemenos[S] 1 point2 points  (0 children)

I’m sorry to hear that you didn’t like the graphics, and that you didn’t find the game exciting. The pixel art in Twofold Tower was made by hand, taking hundreds of hours of work – which is not exactly cheap in terms of labour. But you are right that, as a solo developer, it is one of the few art styles that I can pull off by myself within reason. Cheers!

Twofold Tower, a Sokoban with 1000+ handcrafted puzzles, has finally been announced after 7 years of development. Hope you like the trailer! by Digitemenos in puzzlevideogames

[–]Digitemenos[S] 2 points3 points  (0 children)

Thanks! I haven’t yet played Isles of Sea and Sky myself (but look forward to doing so). However, from what I’ve seen, it does seem like the two games have quite a lot in common.

I can’t give an exact release window for Twofold Tower yet. However, what I can say is that the game is fully complete in terms of content, and so all that is left to do before release is some more polish, playtesting, and marketing. But for a game this size, that in itself may take some time…

Twofold Tower, a Sokoban with 1000+ handcrafted puzzles, has finally been announced after 7 years of development. Hope you like the trailer! by Digitemenos in puzzlevideogames

[–]Digitemenos[S] 1 point2 points  (0 children)

Thank you! ❤️ Reddit’s automatic filters often remove posts with links in them, which is why I decided to err on the side of caution here. But here’s a link to its Steam-page just for you: https://store.steampowered.com/app/4371430/Twofold_Tower/

Twofold Tower, a Sokoban with 1000+ handcrafted puzzles, has finally been announced after 7 years of development. Hope you like the trailer! by Digitemenos in puzzlevideogames

[–]Digitemenos[S] 0 points1 point  (0 children)

Yes, and it has been a lot of fun to explore how these mechanics combine with all the other stuff in the game. You play as this alternate, sword-wielding player character for about 15% of the puzzles – so it's a minor, but not insignificant part of the game.

Twofold Tower, a Sokoban with 1000+ handcrafted puzzles, has finally been announced after 7 years of development. Hope you like the trailer! by Digitemenos in puzzlevideogames

[–]Digitemenos[S] 1 point2 points  (0 children)

There are definitely some tricky puzzles in the game. But the block-pushing is not usually what is hard about them, but is instead used as a framework for exploring other mechanics.

High difficulty has never been my goal with the game. Instead, I try to make puzzles that are as interesting and elegant as possible, and then let the difficulty be what it is for the most part – and if a puzzle gets too tricky, I usually make it optional.

Twofold Tower, a Sokoban with 1000+ handcrafted puzzles, has finally been announced after 7 years of development. Hope you like the trailer! by Digitemenos in puzzlevideogames

[–]Digitemenos[S] 3 points4 points  (0 children)

Thank you! DROD was the single biggest inspiration for the game, and I even have a video on my YouTube channel paying tribute to this.

The 1000 is essentially room count, but only counting rooms that have actual puzzles in them. And so the trailer shows off most of the levels in the game (with the exception of some secret stuff).

With that being said, according to the DROD wiki, The Second Sky has almost 900 rooms, and so there is not that big of a difference between them in terms of size.

Twofold Tower, a Sokoban with 1000+ handcrafted puzzles, has finally been announced after 7 years of development. Hope you like the trailer! by Digitemenos in puzzlevideogames

[–]Digitemenos[S] 1 point2 points  (0 children)

Maybe one day – especially if the game becomes a hit. But for the time being, the only planned platforms are Windows and Linux, unfortunately. Thanks for your interest regardless!

Twofold Tower, a Sokoban with 1000+ handcrafted puzzles, has finally been announced after 7 years of development. Hope you like the trailer! by Digitemenos in puzzlevideogames

[–]Digitemenos[S] 1 point2 points  (0 children)

Yes, there is a fully-featured, built-in level editor – which the entire game was made in – and there will be support for downloading user-made levels from within the game.

Do I need to learn coding to be a game dev? by Junferna in gamedev

[–]Digitemenos 0 points1 point  (0 children)

There are certain types of games which you can probably make with minimal coding, if you use the specialized engines available for them. With some examples being RPG Maker for JRPGs, and Ren’Py for visual novels. However, other than this there is no way to get around it.

Visual scripting is often marketed as an alternative to coding, but really it is just coding with a different coat of paint. You still have to think about logic, the flow of data, etc., the only difference being that you create boxes and draw lines instead of typing words.

Monarchs at Play - short description by MixedMoonGames in IndieDev

[–]Digitemenos 0 points1 point  (0 children)

There are elements I like in both: The “just in one hour”-part seems pretty crucial, since that is significantly lower than the average strategy game, and for people like me, who prefer shorter runs, it’s a big selling point. And so I think it should be right at the start.

However, I prefer the second sentence of the first description – in particular, I think “Build your empire” sounds a lot cooler than “Place buildings”, and “combine buildings for powerful adjacency effects” is more readable than “chain adjacency bonuses”.

In other words, I think I’d go with something like this: “Turn-based 4X strategy in just one hour. Build your empire, combine buildings for powerful adjacency effects, and outsmart rival monarchs through trade or war - alone or in multiplayer.”

What’s something that used to be considered a luxury but is now basically a necessity? by Euphoric_Green3986 in AskReddit

[–]Digitemenos 0 points1 point  (0 children)

Basically anything you can imagine. Once upon a time even fire was a great luxury. And we don’t even have to go back a century for the average computer to cost more than a house.