Home > Flash Games, Our Projects > Tower of Greed

Tower of Greed

April 10th, 2009

Tower of Greed

Sorry for the recent lack of activity here. We’ve been hard at work on our latest game and have found it difficult to find a moment to update the blog with anything substantial. Now that it’s nearing completion, however, we’ll be able to post more frequently and ultimately get back to a consistent pace. What better to throw us back into the groove than a post featuring the very thing that occupied so much of our time? Here’s a little about our game, Tower of Greed.

Tower of Greed is going to be the first game released under Epic Shadow Entertainment with me officially on board (I officially joined soon after Gravibounce was sponsored). It’s an original concept that I came up with shortly after we finished Gravibounce. The original game concept was inspired by a game called “Icy Tower” which was developed by Free Lunch Design, however the game quickly spiraled into an original concept with a bit of thought and input between Andrew and myself.

The object is simple, climb the tower and collect as many gems as possible without dying, which is caused by falling below the screen as it constantly rises (think mario 3, level 4 but vertical). Obstacles include 3 enemy types (each with their own unique behavior), breakable ground, spikes, difficult layouts, and of course the number one killer in this game, you. We’ve spent a lot of time refining the maps and the difficulty curve to make it so greed is constantly tempting you to enter a dangerous scenario. We find that at least 9 out of 10 deaths are caused by the player being too greedy, which is exactly what we were going for.

The game is designed to randomly select your next floor (map section) based on a scaling difficulty formula that we developed. The odds of you playing the exact same sequence of floors are incredibly slim at best. Every 5 floors you will find a door. It is up to you to take this door and cash in, or see how you fare against the next 5 floors. Here’s the killer, though: dying yields nothing. We designed this game around the “quit while you’re ahead” advice so many of us have heard at least once. You must exit the tower via a door to submit your score and save your trophies (64 available). Each door section comes fully equipped with a tempting amount of medium-value gems to further influence your decision. Every time you have the opportunity to exit, temptation laughs in your face.

We’ve created an atmosphere the leaves the length of the game up to the player and tempts them to keep going on. The player must take it upon himself to overcome their greed and exit the tower if they are to make any substantial progress. You’d be surprised how much you’ll get into the game and how much adrenaline you’ll be pumping when you get to the higher floors, collecting the more valuable gems and navigating chaotic situations. Will greed consume you?

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  1. April 16th, 2009 at 15:39 | #1

    That sounds like a great concept. I’ll have to log into FGL and try it out.

  2. Cow
    June 30th, 2009 at 00:39 | #2

    I just got the Final Trophy. Thank you for an amazingly addictive and fun game!

  3. Tomek
    December 29th, 2009 at 02:00 | #3

    I love the game.
    Have you guys thought not only picking the levels on random, but also allowing the game to create a horizontal reflections of the levels? This might raze the difficulty and make the game even less predictable then it is right now.
    Otherwise great job, Cheers!

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