Towerfall! I'd heard good things about this indie-developed game, but had never tried it prior to this weekend. And blow me if the positivity wasn't justified.
Towerfall — not to be confused with Titanfall — is a game for up to four players, available on PC, PlayStation 4 and, oddly enough, Ouya, where it was originally intended to be a flagship title for the ill-conceived Android microconsole. I'm extremely thankful that the developers weren't stubborn about sticking with Ouya exclusivity; this way, a lot more people get to play their game, and no-one has to buy an Ouya.
Anyway. There are two ways to play Towerfall: Versus and Quest. I haven't tried Quest yet, but we played some Versus in between board games over the weekend. And it was a huge amount of fun. The concept is extremely simple: up to four players face off against one another armed with bows and a very limited number of arrows, and must defeat the other players. You can defeat a player by either shooting them or jumping on their head Mario-style, in which case you'll get a point — but if they end up killing themselves thanks to your actions, you won't get a point.
That is, basically, it. The simplicity of the game is what makes it work so well, and everything else that goes on simply builds on this extremely simple formula. Collectible treasures that pop up around the level might replenish your arrows, or might give you a new type of arrow to play with such as arrows that explode or arrows that drill through walls. Or they might just do something weird; particular favourites in this category include one that turns the lights out on the level, meaning it's a lot more difficult to see the platforms and hazards; one that causes the background to start swaying drunkenly and everything to start moving at half-speed; and one that causes the whole level to scroll one whole screen in any of the four cardinal directions. (Levels are wrap-around, so you can run off the left edge and reappear on the right; this scrolling trick really messes with your perception of how this works while it's going on.)
One thing I was particularly impressed with was the "variants" menu when setting up a new game. Rather than being confined to playing the game in just a single way, Towerfall features a huge variety of options for you to tweak the experience. If you want to play without arrows, knock yourself out (by having someone land on your head). If you want to start with the more powerful arrows, great. If you want to be able to come back as a ghost and continue harassing the other players rather than simply being eliminated from a round, that's an option too. There's a huge amount of flexibility, and a bit of experimentation will help make the experience into a game that hopefully everyone participating will be able to enjoy.
The only potential downside to the game is that it's only possible to enjoy its multiplayer delights with other people in the same room as you. Frankly, I greatly prefer this to playing online, but for those who have friends who are difficult to gather in the same place at the same time, this may be a problem. Still, I'm hopeful I'll have the opportunity to play it a whole lot more in the future; when we move into our new house — which is pretty soon now! — we'll have a lot more room for hosting, and even a spare bed. So late night Towerfall sessions are very much a go!
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