Creator's Comments:
RZG [Creator]
ok,I siok,I sign for mediafire
ahh……sorry?
https://www.mediafire.com/file/1utirzn07vui5v4/i_wanna_climb_tower_of_heaven.rar/file
//2025.7.22//
"Ugh, I genuinely hadn't considered the music copyright issue before. Now I feel like an absolute idiot.
I'm now using Dropbox to share the files, but I can't modify the I Wanna wiki links. I've already bothered the wiki administrators at least three times this week. Even if I wanted to make changes, it'll have to wait.
Also, I originally planned to distribute via itch.io, but Butler (their upload tool) just won't work for me - probably some computer issue. That's all.
Download Link:
https://www.dropbox.com/scl/fi/xd1udbaq2un91ebgxmzxj/I-wanna-climb-tower-of-heaven.zip?rlkey=8q3j82vbhym6itexkscrnnv02&e=1&st=wt3n2k1e&dl=0"
Deepseek's Translation :
I probably mentioned this in the README, but this is my first-ever project. Meaning:
I literally had zero programming experience before this
First time touching YoYo Engine
First attempt at game design/dev
And to top it off, I mixed my own spaghetti scripts with YoYo's built-in functions 'for efficiency'
Result? Bugs crawling out of every pixel. Oh wait, it gets worse – everything beyond floor26 is completely untested.
Not by me, not by playtesters.
It's a glorious dumpster fire ??
Yeah I said I'd abandon this project... sigh no excuses – this is 100% my fault. Like serving strangers a dish I never tasted myself.
Deserve all the roasting. If you feel rage playing this... uh... where was I going with this?
Alright, this is shameless.
ANYWAY just spent 30 mins 'fixing' room-related bugs (fingers crossed no instance explosions this time).
BUT the audio bugs? Still there. Untouched. Fixing script spaghetti is nightmare fuel.
enjoy :) (demon emoji)
"Bottom line: This 'game' is more like a hodgepodge of gimmicks than an actual game.
I'm 1000% certain it's unfun and packed with batshit-crazy bugs.
So... uh... [struggling to phrase this]... if playing it feels like eating actual shit, you have my full blessing to rate it 0.1/10 on DF.
Zero fucks given – this dumpster fire's on me.
我在read me应该写过了,这个是我的第一个作品,也就是说,我真的就是第一次接触编程,还有yoyo engine,额,还有游戏设计与制作,
再加上我为了方便和提升把自己写的脚本和yoyo自带的功能相同的脚本混用,所以这个游戏的bug多到数不清,
哦,不止,floor26以后的内容我没经过任何测试,也没让测试员测试,所以做的可以说是一塌糊涂
,额,虽然我也说过打算中止这个项目,天,我还是不找理由了,这个就是我的问题,
自己拉出来的自己又不先试吃,还让别人试吃,我这完全就是招笑找骂,如果你在游玩过程中有不爽……额,啊,我要说什么来着?
好吧,我这有点不要脸了。
总而言之我又花了半小时尝试把room的内容修改,希望这次不会有room与实例相关的bug了
但是我没修复音乐和音效的bug,因为混用脚本这块,修起来有点小麻烦,enjoy :) (恶魔的emoji)
总之就是这样,我觉得这个游戏与其说是游戏,不如说是gimmick的大杂烩,我百分之一百确定它不好玩,且充满了莫名其妙的bug。
所以,额,我这人不太会说话,所以,如果你觉得吃到了屎,你完全可以在DF给这个游戏 0.1分 ,我不介意,本来就是我的问题
after 2 hour,"Fixed another damn bug. To all new devs: STOP making medium/long games. You'll never comprehend how fucking stupid your past coding decisions were, or how many times they'll drag you back into debugging hell. If I hadn't spent a full day rewriting 15+ rooms and scripts, this game would crash within minutes - and that patch caused new texture glitches. Seriously: make short games first. When shit breaks (and it will), fixes stay manageable. Think I wanna be the 82c282bd82a982dd or I wanna dodge the KICH Spike-sized projects.
过了两小时,我又改了一个小bug。这里劝所有新作者不要做中流程和长流程游戏,你永远想不到你以前写的代码和做法有多傻逼,会害你返回去改多少次。如果我之前不用一天重新改接近15个房间和代码,这个游戏玩几分钟就会卡死,而且这间接导致了贴图问题。所以我说真的,推荐所有新作者一开始做个短小的游戏就好,有问题也方便修,大概就像 I wanna be the 82c282bd82a982dd 或者 I wanna dodge the KICH Spike 这样的游戏。
//2025.7.25//
Deepseek Translation (Preserving Raw Dev Frustration):
"Originally, I planned to focus on mastering I Wanna game dev techniques and design recently, but holy hell – I never imagined this project would spawn so many issues. Regarding floor28: I tested it. Multiple times. Yet I still got blindsided by this (guess my own design assumptions trapped me. Highly freeform gimmicks demand testing every possible approach, otherwise you end up with... well, whatever clusterfuck players saw on floor28). Anyway, just spent 1 minute 'fixing' it. Praying this bandaid holds.
Profound apologies to every IWer who endured this bugfest. headsmash From now on:
No more open-ended gimmicks without 4+ dedicated testers
One room per day max - polish before piling new trash
ε=(´ο`*)))
(P.S. Lowkey understand why some devs ship garbage now... still morally unconscionable to serve players this diarrhea.)"
我原本是打算在最近想专注于自学i wanna制作的代码技术和游戏设计,但我真的没想到这个作品可以出那么多问题。关于floor28,我进行过测试,不止一次,但我自己都没想到会有这样的问题(我猜我是被我制作时的设想限制了,这种自由度高的gimmick真的需要尝试不同可能性,不然把自己限制在制作时的设想简直,额,就像玩到floor28的人看到的一样。)。总而言之,我这次花了1分钟修了这个问题,我希望这次不会再有毛病了。真的相当对不起玩到无数bug的iwer,抱歉(头砸墙)。我觉得我以后都不会做那么开放的gimmick了,就算是做我也至少要请4个测试员测试全流程,或者我一天只专心做一个room,ε=(´ο`*)))。(另外我好像理解那些制作低质量游戏的人了,真的挺……我不方便说,但是这样给玩家塞屎确实天理不容啊。)
Download Link:
https://www.dropbox.com/scl/fi/khpvdhyzuuhw6pixsqhdi/I-wanna-climb-tower-of-heaven.rar?rlkey=6l51cwtfnie2zp0tnvvflk7mh&st=bkgo725p&dl=0
[3] Likes
ahh……sorry?
https://www.mediafire.com/file/1utirzn07vui5v4/i_wanna_climb_tower_of_heaven.rar/file
//2025.7.22//
"Ugh, I genuinely hadn't considered the music copyright issue before. Now I feel like an absolute idiot.
I'm now using Dropbox to share the files, but I can't modify the I Wanna wiki links. I've already bothered the wiki administrators at least three times this week. Even if I wanted to make changes, it'll have to wait.
Also, I originally planned to distribute via itch.io, but Butler (their upload tool) just won't work for me - probably some computer issue. That's all.
Download Link:
https://www.dropbox.com/scl/fi/xd1udbaq2un91ebgxmzxj/I-wanna-climb-tower-of-heaven.zip?rlkey=8q3j82vbhym6itexkscrnnv02&e=1&st=wt3n2k1e&dl=0"
Deepseek's Translation :
I probably mentioned this in the README, but this is my first-ever project. Meaning:
I literally had zero programming experience before this
First time touching YoYo Engine
First attempt at game design/dev
And to top it off, I mixed my own spaghetti scripts with YoYo's built-in functions 'for efficiency'
Result? Bugs crawling out of every pixel. Oh wait, it gets worse – everything beyond floor26 is completely untested.
Not by me, not by playtesters.
It's a glorious dumpster fire ??
Yeah I said I'd abandon this project... sigh no excuses – this is 100% my fault. Like serving strangers a dish I never tasted myself.
Deserve all the roasting. If you feel rage playing this... uh... where was I going with this?
Alright, this is shameless.
ANYWAY just spent 30 mins 'fixing' room-related bugs (fingers crossed no instance explosions this time).
BUT the audio bugs? Still there. Untouched. Fixing script spaghetti is nightmare fuel.
enjoy :) (demon emoji)
"Bottom line: This 'game' is more like a hodgepodge of gimmicks than an actual game.
I'm 1000% certain it's unfun and packed with batshit-crazy bugs.
So... uh... [struggling to phrase this]... if playing it feels like eating actual shit, you have my full blessing to rate it 0.1/10 on DF.
Zero fucks given – this dumpster fire's on me.
我在read me应该写过了,这个是我的第一个作品,也就是说,我真的就是第一次接触编程,还有yoyo engine,额,还有游戏设计与制作,
再加上我为了方便和提升把自己写的脚本和yoyo自带的功能相同的脚本混用,所以这个游戏的bug多到数不清,
哦,不止,floor26以后的内容我没经过任何测试,也没让测试员测试,所以做的可以说是一塌糊涂
,额,虽然我也说过打算中止这个项目,天,我还是不找理由了,这个就是我的问题,
自己拉出来的自己又不先试吃,还让别人试吃,我这完全就是招笑找骂,如果你在游玩过程中有不爽……额,啊,我要说什么来着?
好吧,我这有点不要脸了。
总而言之我又花了半小时尝试把room的内容修改,希望这次不会有room与实例相关的bug了
但是我没修复音乐和音效的bug,因为混用脚本这块,修起来有点小麻烦,enjoy :) (恶魔的emoji)
总之就是这样,我觉得这个游戏与其说是游戏,不如说是gimmick的大杂烩,我百分之一百确定它不好玩,且充满了莫名其妙的bug。
所以,额,我这人不太会说话,所以,如果你觉得吃到了屎,你完全可以在DF给这个游戏 0.1分 ,我不介意,本来就是我的问题
after 2 hour,"Fixed another damn bug. To all new devs: STOP making medium/long games. You'll never comprehend how fucking stupid your past coding decisions were, or how many times they'll drag you back into debugging hell. If I hadn't spent a full day rewriting 15+ rooms and scripts, this game would crash within minutes - and that patch caused new texture glitches. Seriously: make short games first. When shit breaks (and it will), fixes stay manageable. Think I wanna be the 82c282bd82a982dd or I wanna dodge the KICH Spike-sized projects.
过了两小时,我又改了一个小bug。这里劝所有新作者不要做中流程和长流程游戏,你永远想不到你以前写的代码和做法有多傻逼,会害你返回去改多少次。如果我之前不用一天重新改接近15个房间和代码,这个游戏玩几分钟就会卡死,而且这间接导致了贴图问题。所以我说真的,推荐所有新作者一开始做个短小的游戏就好,有问题也方便修,大概就像 I wanna be the 82c282bd82a982dd 或者 I wanna dodge the KICH Spike 这样的游戏。
//2025.7.25//
Deepseek Translation (Preserving Raw Dev Frustration):
"Originally, I planned to focus on mastering I Wanna game dev techniques and design recently, but holy hell – I never imagined this project would spawn so many issues. Regarding floor28: I tested it. Multiple times. Yet I still got blindsided by this (guess my own design assumptions trapped me. Highly freeform gimmicks demand testing every possible approach, otherwise you end up with... well, whatever clusterfuck players saw on floor28). Anyway, just spent 1 minute 'fixing' it. Praying this bandaid holds.
Profound apologies to every IWer who endured this bugfest. headsmash From now on:
No more open-ended gimmicks without 4+ dedicated testers
One room per day max - polish before piling new trash
ε=(´ο`*)))
(P.S. Lowkey understand why some devs ship garbage now... still morally unconscionable to serve players this diarrhea.)"
我原本是打算在最近想专注于自学i wanna制作的代码技术和游戏设计,但我真的没想到这个作品可以出那么多问题。关于floor28,我进行过测试,不止一次,但我自己都没想到会有这样的问题(我猜我是被我制作时的设想限制了,这种自由度高的gimmick真的需要尝试不同可能性,不然把自己限制在制作时的设想简直,额,就像玩到floor28的人看到的一样。)。总而言之,我这次花了1分钟修了这个问题,我希望这次不会再有毛病了。真的相当对不起玩到无数bug的iwer,抱歉(头砸墙)。我觉得我以后都不会做那么开放的gimmick了,就算是做我也至少要请4个测试员测试全流程,或者我一天只专心做一个room,ε=(´ο`*)))。(另外我好像理解那些制作低质量游戏的人了,真的挺……我不方便说,但是这样给玩家塞屎确实天理不容啊。)
Download Link:
https://www.dropbox.com/scl/fi/khpvdhyzuuhw6pixsqhdi/I-wanna-climb-tower-of-heaven.rar?rlkey=6l51cwtfnie2zp0tnvvflk7mh&st=bkgo725p&dl=0
Rating: N/A
Difficulty: N/A
Jul 21, 2025
10 Reviews:
mosamari
28 is actually possible, it's just a bit of a puzzle :) Unfortunately the door at the end seems to not work, so it would be cool if that could be fixed. Also how you pass 26 is by using the mouse
Also fuck it, I will actually post a review.
I liked the visuals and music, which are derivatives of tower of heaven, but I still enjoyed it. I quite enjoyed a lot of the platforming with the spike switch triggers, those are fun. I quite liked the debuff menu thing, it was a little annoying to navigate but I liked choosing my challenges. 28 was probably my favorite since I felt super smart for solving it.
[1] Like
Also fuck it, I will actually post a review.
I liked the visuals and music, which are derivatives of tower of heaven, but I still enjoyed it. I quite enjoyed a lot of the platforming with the spike switch triggers, those are fun. I quite liked the debuff menu thing, it was a little annoying to navigate but I liked choosing my challenges. 28 was probably my favorite since I felt super smart for solving it.
Rating: N/A
Difficulty: N/A
Jul 24, 2025
Riechert
okay what a journey this game was, besides of the bugs and stuff, the game himself is okay, not that bad to play, can be a little bit tedious on some floors, mostly on the ones you need to hit like 6 switches. the lastest rooms are quite interesing bc use a debuff thing that you need to add some debuffs to pass blocks (like more gravity, more speed, ice, etc) sadly is used in 3 rooms... and use the rodent, and go to the window on 28
the creator makes this game feels completely trash, but after some patches, at least is possible to play from start to finish. go check it out.
thanks to mari and gabo to show me how to resolve some rooms *mwah* *mwah*
old reviews:
in floor 27, you spawn inside of a wall, without any way to move, so for now (22/7) is impossible to proceed.
update 23/7: 27 is now possible, but 28 is impossible, there is a blocked path with 1 switch, but if you activate the switch, path is locked again.
update 24/7: i looks like there is a way to pass f28 using the correct debuffs, but the door is broken, so the impossible tag still applies
the readme says there is the .gmk in the folder, feel free to use it, but i'm not gonna use that bc is not my game
[1] Like
the creator makes this game feels completely trash, but after some patches, at least is possible to play from start to finish. go check it out.
thanks to mari and gabo to show me how to resolve some rooms *mwah* *mwah*
old reviews:
in floor 27, you spawn inside of a wall, without any way to move, so for now (22/7) is impossible to proceed.
update 23/7: 27 is now possible, but 28 is impossible, there is a blocked path with 1 switch, but if you activate the switch, path is locked again.
update 24/7: i looks like there is a way to pass f28 using the correct debuffs, but the door is broken, so the impossible tag still applies
the readme says there is the .gmk in the folder, feel free to use it, but i'm not gonna use that bc is not my game
Rating: 6.0 60
Difficulty: 45 45
Jul 23, 2025
TwistedB
I enjoyed it a lot more then I expected. It would be nice having more saves on medium mode though.
[0] Likes
Rating: 7.5 75
Difficulty: 53 53
Aug 5, 2025
fha183
Why I Like This Game, Even Though It's Clearly Rough Around the Edges
At the beginning, the game feels dull—reminiscent of old 100-floor games from 2013–2014. But as more mechanics and gameplay variations are introduced, my opinion started to change. Around floor 20, the game really begins to shine. The sheer diversity of mechanics is astonishing, and there's even a chaotic mix of all the previous gimmicks near the end—which, by the way, is something I especially enjoy.
The "debuff" mechanics in the later stages truly reflect the creator's design capabilities. The concept of gameplay variety is brought to life through all kinds of stat adjustments and altered physics, making each stage feel distinct. If this kind of gimmick were paired with more refined level design, it would be a perfect vessel for expressing player creativity. Even though this concept wasn't fully fleshed out within the game, it still surpasses the vast majority of Chinese fangames I've played. I can tell the creator genuinely aimed to make something good here—which is even more impressive considering this is their very first game.
The only real downside was the puzzle in floor 28. It's not unsolvable, but its design is very poor. I only understood the intended solution after asking the creator directly. It’s a clear design misstep, not a deliberate challenge.
Another issue lies in the art style. Initially, I liked it—it felt like playing something straight out of a 1990s Game Boy. But as the game progressed, I started experiencing visual fatigue. Trust me, you do not want to stare at the same screen layout for 30 levels straight. That’s the second major drawback of the game.
All things considered, I’d give this game a 7.5 out of 10. It's a rating meant to encourage the developer to keep going and improve further. It's been a long time since a new game on the DF page genuinely impressed me—most recent standouts have been from veteran creators. As for new creators? They're almost nonexistent, like hair on a turtle shell. And the scene is flooded with low-effort, trash-tier games lately. But this one gives me hope. It shows that the current iWanna dev scene still has potential. I sincerely hope more new creators keep pushing forward and continue delivering high-quality games.
At the beginning, the game feels dull—reminiscent of old 100-floor games from 2013–2014. But as more mechanics and gameplay variations are introduced, my opinion started to change. Around floor 20, the game really begins to shine. The sheer diversity of mechanics is astonishing, and there's even a chaotic mix of all the previous gimmicks near the end—which, by the way, is something I especially enjoy.
The "debuff" mechanics in the later stages truly reflect the creator's design capabilities. The concept of gameplay variety is brought to life through all kinds of stat adjustments and altered physics, making each stage feel distinct. If this kind of gimmick were paired with more refined level design, it would be a perfect vessel for expressing player creativity. Even though this concept wasn't fully fleshed out within the game, it still surpasses the vast majority of Chinese fangames I've played. I can tell the creator genuinely aimed to make something good here—which is even more impressive considering this is their very first game.
The only real downside was the puzzle in floor 28. It's not unsolvable, but its design is very poor. I only understood the intended solution after asking the creator directly. It’s a clear design misstep, not a deliberate challenge.
Another issue lies in the art style. Initially, I liked it—it felt like playing something straight out of a 1990s Game Boy. But as the game progressed, I started experiencing visual fatigue. Trust me, you do not want to stare at the same screen layout for 30 levels straight. That’s the second major drawback of the game.
All things considered, I’d give this game a 7.5 out of 10. It's a rating meant to encourage the developer to keep going and improve further. It's been a long time since a new game on the DF page genuinely impressed me—most recent standouts have been from veteran creators. As for new creators? They're almost nonexistent, like hair on a turtle shell. And the scene is flooded with low-effort, trash-tier games lately. But this one gives me hope. It shows that the current iWanna dev scene still has potential. I sincerely hope more new creators keep pushing forward and continue delivering high-quality games.
Tagged as: x_Floor
[0] Likes
Rating: 7.5 75
Difficulty: 45 45
Jul 26, 2025
Delicious Fruit
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