TowerFall: Dark World

New expansion to super awesome local multiplayer game



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Russ FrushtickHiring@russfrushtick
TowerFall creator, @mattthorson, will be joining us on May 13th at 1pm PT for our first developer AMA! Please ask him cool questions!
Chase MillerHunter@psuchase · InfoSec Student, CMU
TowerFall is an archery combat platformer for up to 4 players. It's a local party game centering around hilarious, intense versus matches. The core mechanics are simple and accessible, but combat is fast and fierce. It's best played competitively with friends, cross-legged on the floor within punching distance of each other. This game is couch multiplayer at its finest. Easy to pick up and play. Endless hours of fun.
Ryan HooverPro@rrhoover · Founder, Product Hunt
Nice pick, @psuchase. I played this for the first time with @russfrushtick yesterday. It's like a simplified Super Smash Bros. I'm looking forward to playing 4 player free-for-all. 😀 I love how the "barrier to entry" has lowered thanks to engines like Unity that enable makers to create cross-platform titles 100000x (at least) easier than a decade ago and distribution channels like the App Store, Steam, and PSN/Xbox Live that make games far more accessible, but as a result there are soooo many games to play. As an indie dev, how are you breaking through the noise, @mattthorson?
Russ FrushtickHiring@russfrushtick
@psuchase @rrhoover love love love it. And the expansion is out next week!!!
Chase MillerHunter@psuchase · InfoSec Student, CMU
Hafiz Azman@7thbeat · Game Developer, Cambridge University
@mattthorson How is IndieHouse like nowadays, since the Polygon article last year? :)
Matt ThorsonMaker@mattthorson · Indie Game Developer, Matt Makes Games
@7thbeat IndieHouse has changed quite a bit - it's always changing. One of the original 5 residents has moved out, and as usual we house visitors pretty every month. I still love it here, it feels like home.
Morgan Little@mlittledc · Audience Engagement Manager, McMurry/TMG
Of course, the obvious question is whether there are plans for further additions following Dark World. But additionally, was there ever a point in the development process when online play was considered? What was it like to adhere to a vision of local multiplayer when a lot of online chatter about similar couch-based games groans over a lack of matchmaking? And what are the origins of the name TowerFall? What are some other names that were left on the cutting room floor?
Matt ThorsonMaker@mattthorson · Indie Game Developer, Matt Makes Games
@mlittledc Right now there's no concrete plans for more TowerFall development. I have ideas of where we could go further with the game, but I need to get some distance from it for a bit. Online play was heavily considered for months during Ascension development. In the end, I chose to add the co-op Quest mode rather than pursue netcode. I researched online code a lot, and couldn't see any way to preserve the fun of TowerFall online. The goal was to find a title as iconic as 'Castlevania'. Something simple, that felt like it was describing a world rather than a set of mechanics. I wanted to avoid "does what it says on the tin" in favor of a bit of mystery and charm.