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Tower of Sky

2D Platformer

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Tower of Sky is a 2D platformer/adventure game inspired by a mix of class 2D platformer gameplay and JRPG worldbuilding.  For this project, I served as the overall Design Lead, managing all mechanics, gameplay, and level design over the course of 8 months.  I designed and implemented all of the game's levels in-engine, and assisted in coding some later mechanics such as spike ceilings and the boss battle.

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In an apocalyptic future, the Tower of Sky stands as a landmark; a testament, to the hubris of man.  Initially envisioned and constructed as a Utopia project capable of vast energy generation, something went terribly wrong when the Tower was first activated years ago.  Instead of Utopia, The Decay, a veritable tidal wave of sludge and death, manifested on the planet's surface at the furthest point from the Tower.  It spread rapidly and without mercy, consuming all life in its path.  As it continues to approach the Tower, its progress has slowed immensely, but never stopped.  Our hero, Jack Lumber, is finally forced from his nearby home as the Decay approaches ever closer.  Jack has no choice but to enter and climb the Tower, now infested with monsters and traps, in the hope of being able to make a new life for himself.

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Tower of Sky's main gameplay revolves around gradually climbing the various floors of the tower, using nothing but your legs and trusty axe.  Along the way, you learn more about the mysteries surrounding the tower and why it malfunctioned, fight monsters and devious traps, improve your abilities, and meet interesting characters. 

  • Tower of Sky is divided into four main gameplay sections with a "safe village" between each.  Within the villages, players can speak with various NPCs to learn more about the Tower and the world.

  • A tutorial level is included at the beginning to teach the player basic controls (more controls are taught as needed by speaking with game NPCs)

  • Each primary gameplay section is modeled after one of the four elements of Earth, Water, Fire, and Air, and contains obstacles, enemies, and mechanics themed after these elements.  These are introduced gradually in a generally safe fashion; level checkpoints are frequent to allow players to get back to where they were quickly.  Each level also connects to its theme in a more structural sense:

    1. Earth Levels are generally grounded, with the Tower itself being physically damaged/in disarray, and overall a limited amount of platforming is required.  The player meets their guide NPC here.

    2. Water Levels are more dangerous, with many ways to slow your movement speed and multiple water pitfalls.  The player learns to Double Jump here, and must immediately use it to progress further.

    3. Fire Levels are the most actively and obviously dangerous, with lava pits and geysers, and significantly more enemies than previous floors.  Terrain is animated to highlight the veins of elemental power flowing through this part of the Tower.  Timing is the most important skill required to progress through these levels.  The player learns to Wall Jump here, and gets a choice of paths.

    4. Air Levels are the most open and tricky, with many moving platforms/risky jumps, multiple traps for the unwary, and hidden paths that must be located and opened to proceed.

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An important focus when developing Tower of Sky was ensuring that the elemental themes throughout the Tower were consistent, including with the final "all themes together now" boss room/battle.

  • The boss battle takes place at the top of the tower, which took visual inspiration from the Lighthouses of Golden Sun.

  • Elements from each previous level theme are present for this level, and the player must face their first enemy that actively tries to murder you, avoiding a laser beam (with plenty of wind-up audio warning!)

  • Once the boss' large shield is disabled, he can be engaged directly.  While he is still immune to the player's axe, he is naturally vulnerable to his own attacks; a classic game of projectile tennis ensues. 

  • As with all other enemies and obstacles, the boss' attacks all pull from on of the four elements, to remain consistent with the theme

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Please reach out if you have any questions or would like to hear more about this project!

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