I really dislike how people complain alot about how new towers are not punishing but when they add punishing towers like tonr and somh they start complaining its so weird
I think it’s more whiplash because of how large of a change in punishment there is between SoDC and SoMH rather than people actually hating how SoMH plays.
@@awarebruhI personally hate SoMH mainly because the gameplay is a pain to sightread and also gets insanely boring. Though the punishment did push me a bit.
Personally i do not care at all on towers not having punishment, hecc. If you gave me enough h time and safety nets on an unreal dif tower I'd beat it. Unlike some insane diff gameplay that if i fail the slightest headhitter due to a frame spike i have to restart the tower. At that point my motivation goes down and i play something else (explains why i have over 10 hours on towers that my pb is still just f7)
I like how Thanos Tower treats punishment, you can fall outside but there's still a way back in and the subsequent climb is made a lot more bearable with button progress routes strewn throughout the later floors, and the tower crossing sections have very generous catchnets as well.
I love punishment in towers like tonr because they avoid loopfailing really well. Loopfailing is in my opinion one of the worst things in jtoh. Props to zach, he does it really well
One of the first things you think of when a new player sees a tower is "wow, there are no checkpoints" the entire point of a tower is to have an obby that has no checkpoints and not some garbage where every floor is netted and there is no punishment. JTOH is stepping away from the whole reason a tower is a tower.
i like towers that are forgiving because of having alot of non-gameplay structures and NOT full nets, where you know that its meant to spike in raw difficulty. when the forgivingness comes naturally it makes it alot more fun and motivating
I think ToDaD is my ideal level of punishing (when I was at its skill level at least). There is decent netting on floor 5, but it's only because that floor had an obstacle that required a lot of space, but it's a spinning element so it's inconsistent so there's always the risk of falling back to floor 1, but it usually doesn't happen, so you really want to avoid falling but it's usually not catastrophic. Then some of the hardest jumps of the towers aren't even over the f5 net and instead send back to f3. F3 and F4 are very consistent once you learn them, but if you're tilted after a big fall you can still mess them up and end back on f1. And the middle floors are actually pretty fun to speedrun once you've mastered them so if you fall to floor 4 or 5 it's not even that big a deal.
So what I've got from this video is In order to make good punishment in a tower, the gameplay has to be consistent. Bad punishment would include: • having safety nets for the entire tower and then putting a final stretch out of nowhere • having a difficulty spike leading to loop failing • having a difficulty spike on purpose because now the player is over a net -ect there are a lot of things you could do wrong Good punishment would include: • having a tower that's punishing throughout, but it's a short tower • keeping the gameplay consistent • having button progress on long towers so if you fall you can get back to where you were quickly/easily Moral of the story (from what I got from this video): if the tower is punishing, make it short. If the tower is long and difficult, make it have button progress so the player doesn't have to suffer through the entire tower again You cannot switch between forgiving and punishing. Choose one to base your tower on and stick with it Keep your gameplay consistent
I think ToR's third floor has some bullshit punishment, you have a massive ice half stud tightrope with many turns and one stud head hitter jumps, messing up slightly forces a restart of the entire floor. So much for "challenging"
I feel punishment in jtoh can be great SoMH was such a banger and one of the reasons was the punishments, I feel by falling I can enjoy the thing I am playing much more then normal
SoMH sucks because of sightreadability. I swear, it's the most unsightreadable thing in the Halloween 2023 event. Why make such a learny tower for an event that I can't practice? That's kinda why I hate it. Not that the punishment I hate. The punishment is fine, but holy shit the tower is hard to sightread.
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you cant be talking about the hardest towers IF YOU ARENT EVEN TERRIFYING SKILL. ToAM is litterally the best cata, amazing skill booster, has button progress, is good at handling punishment and it isnt a 90k part modern tower you CANNOT be talking, your whole channel is about yapping about towers you havent beat
EDIT: I TAKE BACK WHAT I SAID ASTRAL ECLIPSE IS THE WORST TOWER EVER
What's the best use of punishment you've seen?
Anything that doesn't spam safety nets and has a final stretch at the SAME TIME.
I think toaf uses punishment pretty well
@hellothere3467 so tobk lol
ToÆ
Another bad punishment is gbj on every floor, that's just too much.
tofaf
I really dislike how people complain alot about how new towers are not punishing but when they add punishing towers like tonr and somh they start complaining its so weird
I think it’s more whiplash because of how large of a change in punishment there is between SoDC and SoMH rather than people actually hating how SoMH plays.
@@awarebruhI personally hate SoMH mainly because the gameplay is a pain to sightread and also gets insanely boring. Though the punishment did push me a bit.
Jtoh community
You wont ever understand
jtoh "community"
Personally i do not care at all on towers not having punishment, hecc. If you gave me enough h time and safety nets on an unreal dif tower I'd beat it. Unlike some insane diff gameplay that if i fail the slightest headhitter due to a frame spike i have to restart the tower. At that point my motivation goes down and i play something else (explains why i have over 10 hours on towers that my pb is still just f7)
I like how Thanos Tower treats punishment, you can fall outside but there's still a way back in and the subsequent climb is made a lot more bearable with button progress routes strewn throughout the later floors, and the tower crossing sections have very generous catchnets as well.
then you fall into a softlock on floor 9 from floor 9 or from floor 10 and you regret ever playing thanos tower
@@Chryptozyou can clip out or lhj
@@Chryptoz that's just a skill issue. Never fell into one on my grind.
remember when floor was instakill and tower crossing was made using tightropes instead of teleporters?
funniest shit was the SoD reference because it gives you more than double the time you need but I still see people be NPCs for 135 seconds straight
You keep saying things that make me mad and then going back on it instantly and i kinda love it good job
i'm glad that actually worked lol
Great video and great pfp too
Nowadays punishment is nonexistent in modern towers, that's really sad tbh. I want the punishment back.
Tonr is the closest weve gotten in a while
Yeah the reason ToNR is popular bc of the unique punishment.
@@octibuble42 yeah its easily my favorite zone tower cuz of that
uniqure punishment is mostly unbalanced tho which for me makes it rlly unenjoyable
ToNR just kills you when you fall.. not really a unique punishment
This conveniently came out just after i died at the end of CoTaT on a 2 hour run
This video was a message from god
@@awarebruh Well that god must have cursed me to fail because i tried it again and got softlocked at the end :/
Ripp uh don’t play on version 312 it soft locks you
I love punishment in towers like tonr because they avoid loopfailing really well. Loopfailing is in my opinion one of the worst things in jtoh. Props to zach, he does it really well
ToNR is such a good tower ngl
One of the first things you think of when a new player sees a tower is "wow, there are no checkpoints" the entire point of a tower is to have an obby that has no checkpoints and not some garbage where every floor is netted and there is no punishment. JTOH is stepping away from the whole reason a tower is a tower.
Towers can execute punishment well if the gameplay is consistent, easier than the average gameplay for balancing reasons and etc.
i like towers that are forgiving because of having alot of non-gameplay structures and NOT full nets, where you know that its meant to spike in raw difficulty.
when the forgivingness comes naturally it makes it alot more fun and motivating
great commentary and editing! love the video
I find ToCR's net way more of a difficulty spike than ToEI's net.
I think ToDaD is my ideal level of punishing (when I was at its skill level at least). There is decent netting on floor 5, but it's only because that floor had an obstacle that required a lot of space, but it's a spinning element so it's inconsistent so there's always the risk of falling back to floor 1, but it usually doesn't happen, so you really want to avoid falling but it's usually not catastrophic. Then some of the hardest jumps of the towers aren't even over the f5 net and instead send back to f3. F3 and F4 are very consistent once you learn them, but if you're tilted after a big fall you can still mess them up and end back on f1. And the middle floors are actually pretty fun to speedrun once you've mastered them so if you fall to floor 4 or 5 it's not even that big a deal.
So what I've got from this video is
In order to make good punishment in a tower, the gameplay has to be consistent.
Bad punishment would include:
• having safety nets for the entire tower and then putting a final stretch out of nowhere
• having a difficulty spike leading to loop failing
• having a difficulty spike on purpose because now the player is over a net
-ect there are a lot of things you could do wrong
Good punishment would include:
• having a tower that's punishing throughout, but it's a short tower
• keeping the gameplay consistent
• having button progress on long towers so if you fall you can get back to where you were quickly/easily
Moral of the story (from what I got from this video):
if the tower is punishing, make it short.
If the tower is long and difficult, make it have button progress so the player doesn't have to suffer through the entire tower again
You cannot switch between forgiving and punishing. Choose one to base your tower on and stick with it
Keep your gameplay consistent
pretty much
Tbh, I actually enjoyed CoTaT, and I have not enjoyed a citadel in a while
I know why your standing next to that tree in the thumbnail… very smart.
Tonr by zachwro21
I think ToR's third floor has some bullshit punishment, you have a massive ice half stud tightrope with many turns and one stud head hitter jumps, messing up slightly forces a restart of the entire floor. So much for "challenging"
I think it’s ok if towers are punishing because as long as they are not too annoying and stupidly long it’s ok (tonr did this perfectly imo)
0:36 swearbombed us
Solid and funny vid. Sucks that JToH isn't as popular to get this video more views
i litterally beat tower of phone snapping in first try and had no rage moments, just smooth gameplay
what should be my first chall be
I feel punishment in jtoh can be great SoMH was such a banger and one of the reasons was the punishments, I feel by falling I can enjoy the thing I am playing much more then normal
Yeah I wondered why the last few events felt so underwhelming to me, all they were missing was fair punishment
gotta love the Whiplash reference
That movie is incredible
i would pay to have fletcher insult me
Personally I feel like Towers need to have more punishment like older towers
ik Heresy was punishing. Not much safety nets on it at all except frictonless part.
Wait tobt fs is fine because tobt is short but the tobk fs is not even if tobk is short? What?
It's 'cause the tobk fs is the hardest section and also the most janky
I think you just need to practice ToBT final climb. I did it first try.
SoMH sucks because of sightreadability. I swear, it's the most unsightreadable thing in the Halloween 2023 event. Why make such a learny tower for an event that I can't practice? That's kinda why I hate it. Not that the punishment I hate. The punishment is fine, but holy shit the tower is hard to sightread.
That’s fair, my solution was just to be really slow and take in every client object
1:49 how do people struggle to read the gameplay on this steeple?
I dont understand it isn't even unsightreadable at all. Also if you really can't read it then watch a guide lol.
So bs how new towers are 90% safety net like its so boring
u forgot ToUA final outside
i'm gonna talk about that one if I ever make a pt. 2
Punishment in JTOH are sometimes just unfair lol.
0:34 Me when I fail a tower I barely played
me after 30 seconds is up and i can get monetization: 0:34
5:36
ToEI f7 is easy lmao easiest flor of the 2nd half by a mile
I personally think F6 is slightly easier because of the half stud wrap on 7, but other than that F7 in and of itself is kind of easy.
@ZeyanProXD that’s true, its still a bad floor though
hell towww is a thing
Laggier than me
Good content 🔥🔥🔥
Thank you knighterisk
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SoUB make its punishing gameplay preety good
you cant be talking about the hardest towers IF YOU ARENT EVEN TERRIFYING SKILL. ToAM is litterally the best cata, amazing skill booster, has button progress, is good at handling punishment and it isnt a 90k part modern tower you CANNOT be talking, your whole channel is about yapping about towers you havent beat
poop