Tower of the Gorillion’s first demo went up yesterday.

The game thus far is the product of many hours of hard work. We had planned the game during early spring of this year, with few details aside from the basic concept of a background player and foreground player in a platformer. This being the third time attending Toronto Game Jam (TOJam) for Colin and myself, we had a reasonable expectation of what we would be able to accomplish, and went to TOJam with a modified version of our previous game‘s framework that was ready to handle levels being designed and played, instead of generating random level designs via algorithm.

At the jam we were unable to get the game looking completely polished, and you might be able to see some screenshots or pictures taken at TOJam of that build. Unfortunately we had planned to have a four man team, but one was unable to attend at all, and Justin could not escape his day job and had to work remotely but understandably had little time to spare. Colin and I decided to focus on the level design and puzzles rather than drawing and programming enemies and AI, which was a wise sacrifice. Probably. We learned a lot from watching people play, and considered the common problems and how to solve them before we put up this demo version.

We hope that Tower of the Gorillion will be ready for it’s full debut at the next TOJam Arcade (probably in October again), but at any rate something much closer to the final version will be ready.
Our goals for the final version are to have 6 to 8 complete stages in addition to this one, all with separate themes, a unique gimmick, (an extension of or complement to the background foreground gameplay) and a boss to fight.

Our heroes, Grimmer and Gewalt, having been unable to fight the Gorillion with their current set of skills, are thrown from the tower as it shakes from the Gorillion’s howl. The adventure will continue from there, at the Mire of the Frogcodile (or something like that). It’s a long road back to the Tower of the Gorillion.