Do you remember the Ouya? The Kickstarted Android console that cost $100 ($140 adjusted for inflation) and was never a commercial success? The one that released 12 years ago?
No? You don’t? Oh. Okay. Well, it was sort of a thing. Not a “thing” thing, but boy did people like talking shit about it, and writing articles about how it was a doomed to fail.
Anyway, when it released, one of its exclusives was TowerFall, a 2d multiplayer platform fighter. It became the Ouya’s best selling title, at just around 7000 copies.
TowerFall ended up being ported to all the other consoles, including Switch, and it was on Switch that I ended up playing it recently at a friend’s birthday party.
And this is how TowerFall should be played. A full six players. A giant screen. Preferably a crowd of onlookers. In this sense it resembles one of my favorite discontinued games, Killer Queen Black.
Unlike Killer Queen Black, though, TowerFall is every person for themself. Everyone starts with three arrows. Getting shot with an arrow or goomba-stomped kills you. After only one player is standing, the next map is loaded, and the next round starts. Victory points are awarded for kills, and the first person to reach 10 points wins.
Of course, there are a few more meaningful mechanics. There’s a dash that allows the player to grab arrows out of the air, and the screen wraps both directions, so falling into a pit to go up is an entirely viable strategy. There are also a few subtle catch up mechanics, as players who fall significantly behind get a shield that blocks one hit.

Perhaps your friends don’t want to turn each other into pincushions. That’s okay! There’re also a few co-op campaigns: a 1-4 player one, and a 1-2 player one. It’s hard to find much to say about these. They’re fine, and mildly interesting, but in most cases I’d rather be playing the versus mode.
As a fairly mild point of criticism here, I will say that I generally dislike how the ideal strategy for some of the co-op modes was memorizing when/where certain enemies would spawn, and setting up to kill them immediately upon spawn.

It’s hard to think of much else to say about TowerFall. It’s fun. It’s fine. I think it’s best as a party game or in person couch co-op, and it’s one of very few games that works on one console at six players.
I’m going to get back to worrying about the collapse of society now. See you folks next week.
Interestingly, the designer Maddy Thorson would later go on to make Celeste, which sold a million copies in under a year. Slightly more than TowerFall’s 7000 on the Ouya.
Note: I usually try to take my own screenshots, but this week I’m just using images from the Steam store page, and I usually prefer to call it out when I’m doing that. Anyway. Hope your week is going better than mine.