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YMMV / Juke's Towers of Hell

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  • Breather Level: Any tower in a zone that requires you to beat a tower harder than it. For example, Tower of Jazz in Zone 7 is only medium, but you need to beat an intense tower to get to it.
  • Broken Base: Boost items, such as Vertical Mobility mentioned below, still occasionally bring up arguments within the community to this day due to their nature in a game like this. Some people think they are a good way for less experienced players to complete towers that they are struggling with, while another group thinks that boost items undermine the entire purpose of the game and that beating a tower with said items isn't a "true" completion of the tower.
  • Game-Breaker:
    • Vertical Mobility is an expensive gamepass that grants those who have it the power of flight...in a game entirely about climbing towers the hard way. Almost all of the game can be bypassed by simply flying to the top of every tower you can find. You can't use it to complete citadels or soul-crushing towers easily, though.
    • The Heavenly Orb allows you to basically become invincible, making towers like the Citadel of Peril become complete jokes.
  • Hilarious in Hindsight: The more difficult towers in the game have a warning above their portal that they are not recommended for mobile players, with the urgency of the warning increasing with the difficulty of said tower. These signs are a rather old feature that predate nearly every ring and zone in the game. Fast forward some years, with the addition of several optimizations and a shiftlock button for mobile players, and you end up with a tower of the second hardest official difficulty in-game conquered by a player with nothing more than a phone and a whole lot of determination.
  • It's Easy, So It Sucks!: As the skill of players has increased in this game, some towers have increasingly become criticised for being easier than their intended difficulty. Of all towers, older Soul Crushing towers are particularly prone to this.
    • Tower Of Confusion is currently an Insane-difficulty tower, but was formerly Extreme. The tower was seen as so laughably easy (by Extreme standards) that some players went as far as playing the tower as their first Soul Crushing tower. Even today, many players still think the tower isn’t Soul Crushing at all and should be high Remorseless, given how much easier the tower gets after Floor 4.
    • Tower Of Frightening Nightmares used to be infamous back when it first released, with recorded completions initially being few and far between. However, as time has moved on and more modern Terrifying towers have been added, many now argue that the once-feared tower is too easy for Terrifying and should be Extreme instead. Regardless, it is no wonder that ToFN is often considered the “default” first Terrifying tower for a given skilled player.
  • Memetic Mutation:
    • Tower of Ultimately Terrifying Explanation
    • Gingerbread difficulty Explanation
    • Free Birds Explanation
    • It's a master key. You can open any door, even if there's nothing behind it.
    • The balls harden Explanation
    • It's a common joke in the community that anyone who invests too much time into JToH is going to come out a closet of some description eventually.
    • Jtoh Deletion 2024 Explanation
    • Due to the sheer amount of Challenging steeples and towers in Paradise Atoll, many jokes have been made about it, including claiming that every tower in the subrealm is actually Challenging difficulty or calling it Challenging Atoll.
    • "You never won. Was this worth it? You wasted all that time just to beat this tower. But yet, there still is a lot for you to overcome. This whole game is hopeless. You won't beat it. You never will truly win." Explanation
  • Moment of Awesome:
  • Narm: Tower of Hopeless Hell. It's all black, with red frowning faces all over it. Plus, the sign at the end of the tower was previously an extremely edgy message about the entire game being hopeless. And it's not even on the harder end of the Soul-Crushing towers, being only Extreme!
  • Scrappy Mechanic:
    • Hardly anyone is fond of beat blocks, and it's seen as very hard to use them in towers without it coming off as annoying.
  • Sidetracked by the Gold Saucer: One of the rooms in the main lobby of Ashen Towerworks features a conveyor belt that endlessly assembles tower frames, complete with randomly generated colors, difficulties, emblems and names. It's not uncommon to find other players standing in front of this area for long periods of time, particularly to see if it generates any particularly funny tower names... instead of, you know, actually playing the game.
  • That One Boss: Possessed Blades, the boss of Halloween 2022. Dear god. Phases 1 and 3 are ok, but Phase 2 is the hardest point. The bosses' HP is doubled, there are many more attacks, getting hit by some will cause you to lose half your HP, and there are multiple attacks going on at once. It got to the point that when the staff team asked what the difficulty of phase 2 was, the hardest two difficulties won by a landslide. It didn't help that the staff team refused to nerf it, either.
  • That One Level: Many of the soul crushing towers in the game fall under this trope, but there are also several towers below that difficulty that can also fall into this.
    • Medium:
      • Tower of Madness is somewhat of a jump from Tower of Annoyingly Simple Trials and Tower of Anger with some of the gameplay it has at times, though, special mention should go to Floor 5 with the long, winding pathway leading up to the next floor that ends up elongating the floor for longer than it should. Thankfully, you can skip this by jumping from one platform above you to the next, but this is somewhat risky to pull off, especially for new players.
      • Steeple of Pursuit isn't too bad on its own, except for the rising lava that's constantly rising beneath you at all times. It also has a habit of throwing in killbricks in a lot of cramped and tight areas, which forces you to take your time on them and heal up, at the cost of having the lava edge closer towards your current position and risking your death. It all comes down to trial and error and knowing what comes up next while dodging the killbricks. Even after several nerfs from Jukecallaa to force it down from Hard to Medium difficulty by slowing down the lava and making it so that it doesn't instantly kill you, this still is considered one of the hardest Mediums currently in the game.
    • Hard: Tower Of Killjoys introduces many new mechanics which might throw those coming from Tower Of Hecc for a loop and cause them to fail numerous times. Add in Floor 5's almost entirely outside nature and the introduction to descending towers from Floor 6 onwards, and completing this tower is one of the first major roadblocks for a beginner.
    • Difficult:
      • Steeple of Aquatic Rallies is unique in its punishment. Due to the gameplay being slanted, falling once will most likely cause you to not land on other gameplay, forcing you to restart the entire steeple.
      • Tower of Linonophobia is not exactly a great tower for those who have the phobia it is named after. It is filled to the brim with "lines" (tightropes), that you must walk across to reach the top. This tower is infamous because the tightropes get really thin near the top, thus being very annoying for players on mobile due to the nature of tightropes. Also, failing the last jumps will send you all the way down to the start of the tower.
    • Challenging:
      • Tower of Traps is a tower filled to the brim with nasty and confusing traps. Play this blind and you'll see why this tower is so reviled by the community.
      • Tower of Rage lives up to its name, with confusing obstacles, traps, killbricks galore and the infamous Floor 10 tightrope maze. Many people suggest beating the apparently harder Tower of Impossible Expectations (an Intense-difficulty tower) before attempting this tower for a reason.
    • Intense:
      • Tower of Mechanically Induced Mayhem is definitely a step up from other Intenses due to the fact that you need to complete various puzzles to ascend, it being monstrously long, and the somewhat confusing progression. Add to that, the infamous punishing last floors and the Slow Roof on floor 8 equalls one hard tower for newbies who have just beaten their first Intense.
    • Remorseless:
      • Citadel Of Wacky Strategy is the hardest non-SC tower in the game, literally being at the boundary between Remorseless and Insane. Oh, and this is also one of the longest citadels in the game. Have fun.

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