O.G Willikers - Sometimes we wish you could keep playing after you beat your opponent: Sometimes you have a GREAT run, but your opponent is not having such good luck and the game just ends. We would love to see how tall we could make our tower, even though the other player has lost.
Princess Kuchi Kopi - Fairly instinctual game: We understood everything but how to use magic by reading button lay out. Magic just took a few times using and then we had that. Everyone knows how physics should work in building a tower (Jenga anyone?) and how the pieces should fit together, a la Tetris.
Princess KK - Magic varies from use to use: This means that while the magic always benefits you, how much it benefits you depends on how fast you can react and make proper use of the rare moments magic is available. There is “dark” magic to throw to the other player, but this will still benefit you.
OGW- Nudging will separate skilled players: For the most part, Tricky Towers is a very simple game. Find the proper place to put a block, rotate it and drop into position. Nudging, while a simple concept, takes far more skill to use. A skilled player will be able to nudge blocks into positions that wedge them between two existing blocks. An unskilled player trying the exact same thing may topple their whole tower (looks at Princess. She just smiles, knowing very well which type of player she is J ).
OGW- Small platforms will also separate skilled players: The base space that Tricky Towers gives you to build up from of is incredibly limited. Inexperienced players have enough space to build upwards without instantly toppling over. However, at the same time, it’s a limited enough space that a good player will often recognize the need to expand not just upward, but outward.
Princess KK- You do not have to beat every stage to progress: We both always really love when games do not force you to beat Every. Last. Level. in story/adventure mode to progress. Tricky Towers will allow you to beat a certain number of stages, then new ones unlock. Having room to fail miserably at a few stages is always a plus, as everyone is not always good at everything! O.G Willikers, for example, sucks horribly at puzzle modes ;)
OGW- Magic powers can be a little frustrating at times: I really dislike that a few of the power-ups that are supposed to be positive can effect a player in a negative way. Specifically, there is a power up that zaps the last block placed onto your structure, removing it from the game. This COULD be incredibly helpful, but it means that you have to be paying attention to what power-ups are present. For a lot of less skilled players, we found the power-ups were less something they used strategically paying attention to the best use, and instead something that the second it was available, they used. This means these less skilled players, who are often already struggling, can find themselves dismantling key pieces in their tower and struggling all the worse.
Princess KK- Play 'til your eyes are dry: In a few games of Tricky Towers, both OGW and I realized we were staring so hard at the screen worried something might topple that our eyes were drying out. We were not blinking because we were worried we might miss one little nudge that would put a block exactly where it needed to be.
OGW- I really enjoy that you can win AS your structure collapses: Once you have built to the desired height, a count down from 3 commences and your structure must stay standing for the full 3 seconds. The bright side is standing can mean everything is toppling, so long as nothing has fallen below that line, you are fine!
OGW - There is little like it: Its hard to come up with original puzzle games; it is a heavily saturated market where it feels everything has been done before. That is why it is always enjoyable when something new or less used comes a long. In nearly 3 decades as a gamer, O.G Willikers can only think of one game similar to Tricky Towers' Tetris meets physics based gameplay. Eggmania for the GBA had a similar tower building mechanic but outside that, no other game stands out as similar to Tricky Towers. Given that fact and that it stands shoulder and heads above Eggmania, this makes Tricky Towers a very unique and worthwhile addition to any puzzle fans library.
O.G Willikers - I dislike how far your view is pulled out: I do not understand why this is a puzzle game and yet the camera angle is presented as though pulled WAY back from the player. This presents players with a bunch of useless side screen that has no purpose within the game. Worse, at times I found myself landing a brick someplace I did not intend to & feeling like if the camera angle had been properly pulled in, this mistake would not have occurred.
Princess KK - Dead online community: As like many other games these days, the online community for Tricky Towers was a ghost town. There was one guy on there, and we only found him once.
O.G Willikers- One of my fave games in my teen years was Eggmania for the Gameboy Advance. It was not the best game ever—it had cheesy characters, bad graphics and the camera took the piss out of you at times! Its base game play was just so immensely fun that it did not matter though! It played very similarly to Tricky Towers, just instead of as pieces fell from the top of the screen the player rotating and dropping them into place, Eggmania made you run around and CATCH the pieces before placing them. Very similar games with very addicting gameplay about building a tower as fast as possible....while keeping a sound(Ish!)foundation.
I put dozens, maybe even 100’s of hours into Eggmania and it was a wretched game in many ways. Tricky Towers, meanwhile, has a clean U.I., pleasing music, more game play modes, cartoonishly cute characters versus stupid eggs (though one did have a mohawk!) and multiplayer. I have alot on my gaming plate & a busier life as an adult, so I do not see myself spending the same hours with Tricky Towers as I did on Eggmania. At least not in a year or two. Over the next decade, yeah, I can see myself returning to Tricky Towers a ton off and on. The reverse Jenga mechanic is always a good one & most people will always be a sucker for tetris meets physics gameplay.
Princess Kuchi Kopi- I start each round thinking to myself, “Ok, slow and steady wins the race. Just breathe. You can do this and beat O.G!” The round starts, the first blocks start to fall and I already have messed up where it should go—it leans and will make the next block almost impossible to place. “GRAH!! Just beat O.G!!” All logic leaves my mind and I just start hitting him with dark magic, try desperately to use light magic for myself, and I just try so urgently to make a tower that will stay for a count of 3. But alas, as I do not have the gaming background that O.G Willikers does nor have I ever been good at Tetris-y games. I think the best I ever did during my trysts with Dr. Mario was level 4. But Tricky Towers has this pull for me—I keep coming back every time because I want to win, I want to beat levels and I feel that with practice I can totally achieve that. This game is so easy to jump right in and play, the physics feel just right, the ability to use the magic is balanced and all aspects (except online play) is just great—too bad that I am such a bad player! Oh well, slow and steady wins the race, right?