Witch's Tower is a needle game consisting of 5 stages, and is also the sequel to Weave Through the Witch's Needle. I attempted to work upon feedback and fix and improve things such as connecting rooms, proper tilesets, managing gimmicks more effectively and give each stage more of a unique theme. I aimed for this to be slightly easier although still a comfortable challenge for any needle player. A few saves definitely seem a little off-balance in the grand scheme of things and I would've liked to go back to the drawing board on a couple of overall room designs, but I ended up pretty pleased with the finished product. I hope you enjoy!
As far as needle goes, this one is great. The platforming never resorts to generic cheese jumps and keeps throwing interesting and mostly balanced segments your way as you progress through the game. The production is great in terms of music and visuals, and it creates a great atmosphere that drives you keep playing. Difficulty wise it's not stupid but not easy, and the difficulty scales pretty well through the stages, and for the most part the saves within them are scaled really well. The platforming also mixes in things like water, vines, and even some dildo spikes to keep things fresh and interesting. Highly recommend this to needle players.
Very good game. I like this one a LOT more than Witch's Needle, which I found kind of annoying. It is very fun with interesting jumps and mostly good use of gimmicks. My issues have to do with some annoying jumps and save balance. There was a very long and difficult save in the first area which was harder than probably anything in the next stage. It felt out of place. (Turns out you just use the same save point twice and I'm just blind and dumb making the segment way harder than it should have been. Oops.) Beyond this, there were just occasional saves that felt too hard and some obnoxious jumps.
To be honest the main reason I decided to play this game was because of the Umineko theme and the game itself seemed to be around my skill range. That said I was pleasantly surprised to find that for the most part, Witch's Tower is an exceptional game.
The basis of what makes a good needle game is interesting and unique jumps that you need to take a minute to look at to figure out how to best approach it, and for the most part this game is successful in that. Pretty much all saves had at least 1 jump that I needed a moment to think about, but once solved, it wasn't too hard to input the correct key sequences. The best segments were those that needed you to figure out how to best save your double jump (generally those involving vines and water). Additionally, part way through some of the maps become interconnected which is always welcome, and the visual design itself was very pleasing. I didn't really enjoy the music in stage 1+2, but with stage 3 and beyond it vastly improved (yes I know stage 1 had Umineko music, but it was a track that got old fast).
Although there is plenty good with Witch's Tower there are several things which brought it down. Namely, the major problem is save balance. For a game that is seemingly intending to be ~60 difficulty (and the majority of saves are around here), there are several segments that felt incredibly easy (with 1 even being in stage 5), along with a few segments that are way over-tuned. In fact, you go from one of the easiest saves in the game 5-3-2 (Stage, Screen, Save) to one of the hardest 5-4-1. Likewise, 5-5-2 is also out of whack compared to everything before it and an easy fix to the jump after the F jump would make it much more manageable.
Other problems included the addition of a filler choke jump to the end of almost every save and some extraneous jump platforms that actually made it harder if you tried to get to them (possibly a design choice to fill the room?). Additionally, I didn't really like the dildo spikes that become introduced in Stage 4 which caused me to find the first half of the game much more enjoyable (although the very last save was great). That said these secondary problems are minor and don't detract too much from the quality of the game itself, the main problem is the difficulty scaling, other than that it is a very enjoyable experience and I hope to see more from this creator.
Another solid needle game from Wolfie. There's a couple questionable spots, but overall its got a lot of interesting segments and no part of it ever feels repetitive. Combines the traditional gimmicks with a few trigger sections. Trigger sections were probably the weak point as most of them didn't feel like they really did all the much (also I was able to glitch through one of them, so there's something a little weird there). They don't detract though, so its not a huge deal.
Overall easily recommendable to anyone looking for some fun, not too grindy needle.