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Showcase Special: Insights with George Tavoularis on the Riddle Tower Halloween DLC
As the Fix Gaming Channel Indie Games Showcase wraps up, we delve into the quirky world of "Riddle Tower" by our friend and showcase partner, George. With the Halloween season fast approaching, George introduces an exciting DLC that promises to blend brain-teasing puzzles with spooky fun.
Riddle Tower - A Story Rich 3D Platformer Puzzle
Release Date: September 25, 2024
Developer/Publisher: George Tavoularis
Genre: Story Rich, 3D Platformer, Puzzle
DLC: Halloween DLC
Join the #FixIndieGamesShowcase for exclusive insights into innovative indie games. Experience the thrills of 'Riddle Tower' and its spooky Halloween DLC with our special coverage!
Authored by: Ronny Fiksdahl
Game Overview
"Riddle Tower" is known for its clever puzzles and charming humor. In this unique 3D puzzle game, players navigate through intricately designed levels, each offering a distinct challenge that tests both wit and resolve.
About the DLC – "Welcome to the Party!"
This Halloween, "Riddle Tower" expands with "Welcome to the Party!" DLC, featuring 25 new levels filled with spooky themes and eerie surprises. Players will venture towards a mysterious castle, solving new puzzles that are as challenging as they are haunting. George's signature humor shines throughout, with stand-up comedy bits that reward successful puzzle solving.
Here's my conversation with George, the creative mind behind "Riddle Tower." Dive into his insights on developing this intriguing puzzle game, and discover how classic challenges and modern solutions blend to create an enthralling experience. Join us as George shares the inspirations, hurdles, and future plans for "Riddle Tower."
Origins and Inspiration
George, what sparked the idea for Riddle Tower? How have classic puzzle games influenced your approach to game design?
"The idea for Riddle Tower stemmed from my desire to recreate the feeling I had as a kid playing really challenging riddle games on the internet, like NotPron and GodTower (sadly, GodTower was a Flash game and is no longer available)."
"These days, it doesn't carry the same "romantic" feeling as back then, when the only way to get past a challenging level was to figure it out on your own. Now, with guides and walkthroughs readily available, it takes discipline not to peek. However, I'm doing my best to recreate that original experience."
Development Challenges
Developing a game with 800 levels is no small feat. Could you share some of the hurdles you encountered during the development process and how you tackled them?
"Creating 100, 200, 500, or even 1,000 levels (if you have a rough idea of them) is not the hard part, as it's just a repetitive task. The biggest roadblock was figuring out how to implement features I had no idea how to create, such as loading levels from a single scene and developing a hint system that remembers which hints the user has used. Thankfully, I was blessed with a friend who is a C++ prodigy, and he helped me overcome these challenges."
Puzzle Mechanics
The game incorporates a variety of puzzle types including text, math, and rebus puzzles. What was your process for designing these puzzles, and how did you ensure a balanced difficulty curve for players?
"Being part of almost every Discord, Reddit, and forum about riddles, puzzles, and brain teasers, and having experience with many live escape rooms, made it quite easy to come up with the first puzzles for the game. Some might feel repetitive, but I did my best to mix them up between levels."
"Adjusting difficulty was something I had to refine many times before finalizing the "roadmap" for the levels. It's challenging to maintain balance across so many levels, but I'm continually making adjustments based on feedback."
Trailer:
Community Feedback
Since the release, how has the player feedback influenced your views on the game? Are there any changes or updates planned based on community response?
"I learned quickly that when you release a game, you should be prepared to fix bugs. This has been a great experience and continues to be. People who care about the game want to see it improve, so I can't thank them enough."
"Almost all updates after the release have been based on community suggestions. I recall an epic bug I saw when a streamer played the game. I had forgotten to remove a button that led to the unreleased DLC at the time."
Future Developments
With Riddle Tower now launched, do you have any plans for future projects or expansions to the game? Can players expect new puzzles or perhaps a sequel?
"My roadmap for the game is to keep building the community and make it as polished as possible."
"As for extra content, I plan to release three DLCs themed around Halloween, Summer, and Christmas. The first one is scheduled for October 1st and is almost finished."
sometimes the answer is right in front of you.
As we wrap up our Fix Indie Games Showcase, George Tavoularis leaves us with a thrilling Halloween DLC for Riddle Tower. This marks a festive end to our series, but stay tuned for more updates and future expansions from George's creative workshop!
By Ronny Fiksdahl
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