Creator's Comments:
Wolfiexe [Creator]
Witch's Tower was the sequel to my first game, Witch's Needle. This game has a more focused theme on stages having central gimmicks or ideas, although for the most part it remains grounded in normal'ish needle without any real gimmicks. It's 5 stages long, all roughly the same length or so. There are a few saves (particularly right near the end) that I'm pretty not fond of 4 years later, but all-in-all I was happy with how the game turned out.
One day the third entry in the Witch series will happen (maybe, probably not, who knows really)
One day the third entry in the Witch series will happen (maybe, probably not, who knows really)
Tagged as: Needle
[3] Likes
Rating: N/A
Difficulty: 60 60
Mar 13, 2017
75 Reviews:
Flockiv
I wanna Climb the Witch's Tower is the perfect example of how to make a great needle game. It's a tower game with five stages of increasing difficulty, filled with good vine and water usage, allowing for an interesting pathing. The game doesn't have any flaws, except for the sometimes inconsistent save difficulty, with some saves being way harder than others in the same stage (Shoutouts to Floor 1's ninth save). Aside from that, the game is definitely a must-play.
Tagged as: Needle
[1] Like
Rating: 8.5 85
Difficulty: 60 60
Aug 23, 2023
Kilgour22
Better than I was expecting. I think the game would benefit from a once-over to smooth out the save balance, and perhaps have the final stage be slightly easier overall.
[1] Like
Rating: 7.5 75
Difficulty: 60 60
Jun 20, 2022
voraciousreader
Difficulty based on a specific save near the end - rest of game is 3-5 points easier
Overall pretty cool game, with nice visuals and interesting jumps and water usage, and a smooth difficulty curve, with harder saves at the end of each stage - with the exception of *that* save, of which I have nothing nice to say, so I'll say nothing
Would still recommend to anyone who enjoys good needle with a dash of water, triggers and moving stuff.
[1] Like
Overall pretty cool game, with nice visuals and interesting jumps and water usage, and a smooth difficulty curve, with harder saves at the end of each stage - with the exception of *that* save, of which I have nothing nice to say, so I'll say nothing
Would still recommend to anyone who enjoys good needle with a dash of water, triggers and moving stuff.
Rating: 8.1 81
Difficulty: 64 64
Jun 20, 2022
phgQED
An absolute landmark for me in terms of design and implementation of basic gimmicks and triggers/cycles. Overall I enjoyed most of the experience, though I definitely preferred the more vanilla flavor of the earlier floors.
Looking at the needle games I've played through, it's wild how often Wolfie's name comes up. That being said, I still haven't developed a coherent sense of their design ethos, and in playing this game, it's hard to say whether it's like any of their other games, or a different and completely unique thing entirely. There's a level of playfulness, maybe, present in most of their games, and a strong sense of movement and pathing without being overly restrictive in terms of block or killer placement. A definite love of platform boosting and the unique movement scenarios that it can be incorporated into. And in this game in particular, there's a great usage of vines, water, and the mixing of those two things together to create interesting re-uses of level elements.
To me, this game felt a bit too long, especially towards the end, where the trigger and cycle usage became the focus of the level design. I suspect that won't be the case for most players, however, and the end of the game will probably be a novel breath of fresh air compared to the earlier floors.
Also, it is, to me, worth noting that I was hard walled in this game several times. Some were due to me simply misreading a jump, which is a combination of embarrassing and wondering how much of telegraphing a jump is the responsibility of the creator. Others were due to sheer difficulty, and I remember of note a particularly cursed drop involving a piece of fruit that felt more precise than anything else in the game. Drops in general present a unique type of difficult versus the more coordinated feeling of a straightforward jump, IMO, and if I had to single out another common aspect of Wolfie games, it would be the drops—surely a love of which has rubbed off in my own design. It's a mixed bag, because there surely were some great drops as well, but I don't remember them nearly as much as that one with the fruit. Cursed.
Looking at the needle games I've played through, it's wild how often Wolfie's name comes up. That being said, I still haven't developed a coherent sense of their design ethos, and in playing this game, it's hard to say whether it's like any of their other games, or a different and completely unique thing entirely. There's a level of playfulness, maybe, present in most of their games, and a strong sense of movement and pathing without being overly restrictive in terms of block or killer placement. A definite love of platform boosting and the unique movement scenarios that it can be incorporated into. And in this game in particular, there's a great usage of vines, water, and the mixing of those two things together to create interesting re-uses of level elements.
To me, this game felt a bit too long, especially towards the end, where the trigger and cycle usage became the focus of the level design. I suspect that won't be the case for most players, however, and the end of the game will probably be a novel breath of fresh air compared to the earlier floors.
Also, it is, to me, worth noting that I was hard walled in this game several times. Some were due to me simply misreading a jump, which is a combination of embarrassing and wondering how much of telegraphing a jump is the responsibility of the creator. Others were due to sheer difficulty, and I remember of note a particularly cursed drop involving a piece of fruit that felt more precise than anything else in the game. Drops in general present a unique type of difficult versus the more coordinated feeling of a straightforward jump, IMO, and if I had to single out another common aspect of Wolfie games, it would be the drops—surely a love of which has rubbed off in my own design. It's a mixed bag, because there surely were some great drops as well, but I don't remember them nearly as much as that one with the fruit. Cursed.
Tagged as: Needle
[1] Like
Rating: 8.1 81
Difficulty: 62 62
Apr 29, 2022
Anuj
This game is pretty good, an interesting variety of jumps with nice visuals and great music. Neat pathing and has relatively good difficulty progression besides the 2nd last save which is quite literally 90 difficulty.
Frankly I don't know why Wolfiexe would do this.
[1] Like
Frankly I don't know why Wolfiexe would do this.
Rating: 8.5 85
Difficulty: 60 60
Oct 21, 2021