Overview
Nebulus, a remake of the classic tower-climbing game previously known as Tower Toppler and Castelian, presents a nostalgic challenge wrapped in modern packaging. Early impressions reveal a game that captures the essence of its predecessors while introducing new elements, though not without some notable quirks. The experience balances satisfying platforming challenges with occasional frustrations, particularly around its control scheme. For retro enthusiasts and puzzle-platformer fans, it offers solid entertainment value, but some design choices might leave players wanting more refinement.
Core Gameplay and Tower Scaling
At its heart, Nebulus remains true to its origins as a vertical climbing challenge where players scale treacherous towers filled with environmental hazards and enemies. The tower's rotating design creates dynamic platforming sequences where timing and precision are paramount. Disappearing blocks add tension to every jump, while robotic enemies patrol pathways, requiring strategic shooting to temporarily disable threats. This creates a satisfying risk-reward dynamic where players must constantly weigh aggressive advancement against cautious progression.
The tower-climbing mechanics deliver genuine challenge through well-designed obstacles that test reflexes and pattern recognition. Each level introduces new environmental threats that build upon previous lessons, creating a steady difficulty curve. While the core movement feels responsive, the control scheme presents occasional frustrations when navigating tight spaces or during precise jumps.
Shooting is done with the space bar, which is the same button for jumping, if you’re pressing a directional button – so try not to shoot and run at the same time.
Gohst
Mini-Games and Level Editor
Between main tower levels, Nebulus introduces an unexpected aquatic diversion – a fish-shooting mini-game that provides refreshing palate cleansers. Using rockets to capture fish trapped in bubbles creates simple yet addictive score-chasing moments that contrast sharply with the main game's tension. While completely disconnected thematically from the tower climbing, these interludes offer compelling incentives to complete levels and accumulate points.
The game's most significant addition is its comprehensive level editor, which provides extensive tools for creating custom tower challenges. With numerous object types, enemy placements, and environmental hazards to manipulate, creative players can design intricate climbing sequences that match or exceed the difficulty of pre-built levels. While mastering the editor requires learning various keystrokes, the depth of customization ensures extended replayability beyond the substantial included content.
The mini-game has so little to do with the rest of the game its almost laughable – however it does provide impetus to finish levels. It’s so simple and basic it’s hard not to get hooked on it.
Gohst
Verdict
Nostalgic tower climber with frustrating controls and great editor