Originally starting it’s life as one of the must own exclusive games for the Android console Ouya, Towerfall Ascension has made its way to the PS4 and PC. This is a game that very much feels like it was designed for the Android platform, which is not necessarily a bad thing. Towerfall has 100% of its focus on gameplay, there is very little story to speak of
and the real bread and butter of this game is multiplayer whilst story has zero relevance.
Towerfall started its life as an Android based game. Instead of trying to max out the platform it was designed for, Matt Thorson has decided to go for an 8 bit 2D retro look. While the visuals are simplistic upon first glance they are rarely ever boring. Each character has a distinct look and the enemies all look imposing and threatening.
When a game is presented with a retro feel the sound design either captures what was elegant, charming and addictive about the real 8 BIT games or ends up a cluster of midi sounds trying to emulate what we remember from the era. Fortunately, Towerfall nails the sound design. It never tries to be more than what it is and really works to the constraints of the chosen style. You will never be bored of the sound and importantly, you will never be annoyed.
At the beginning of every match you are given 3 arrows, each one of these arrows is precious as they do not automatically replenish if you fire them. Instead you need to collect your arrows from the ground, walls or ceiling after you have killed (or missed your kill). This is what the basis of Towerfall’s strategy is all about, when do you fire and when do you
Towerfall is incredibly flat. It feels like you are simply going through the motions for no real purpose. As a single player game there is no doubt that you still need to use strategy and cunningness to get through, but it simply isn’t fun. Things change dramatically once you fire up a multiplayer game. The
that you played within the single player game is turned up several notches and you start obsessing over every one of your arrows that you are given within any match. Having human players facing off against you gives you a