Fall Damage Isn't Fun by JakubBala
In this small game, you must make your way down a perilous cavern, avoiding fall damage, to reach the crystal!
My first ever Ludum Dare, so forgive me if I posted stuff incorrectly





Ratings
| Overall | 755th | 2.975⭐ | 22🧑⚖️ |
| Fun | 781th | 2.675⭐ | 22🧑⚖️ |
| Innovation | 606th | 2.947⭐ | 21🧑⚖️ |
| Theme | 462th | 3.55⭐ | 22🧑⚖️ |
| Graphics | 542th | 3.275⭐ | 22🧑⚖️ |
| Mood | 670th | 2.868⭐ | 21🧑⚖️ |
| Given | 10🗳️ | 11🗨️ |
I love this violet grass!)
Very well for 48 hours and first LD.
I also like ability to pan the camera, although it seems a little bit broken how there is no limit to how far you can go. Still, really nice game!
The player moves a bit too fast for the precision required in the game, and it lacked sound, but otherwise, that was a really good compo ! I've seen jams that were worse that this, so keep up the good work ^^ !
At first I didn't pay enough attention to the height I was falling from and I died just above the gem.
I have been more cautious the second time, trying to control the character more precisely and I managed to make it to the gem without taking too much damage.
It is nice to have a physics mechanic with the box at the start, it would have been really interesting to have the player needing to use it later on in the game, but I totally understand that this kind of level design stuff would have taken you beyond the limited time of the compo. I made it to the end not particularly trying to use the other boxes, and I think being forced to find how you can use them to fall safely would have added a kind of puzzle mechanic that would have been entertaining.
I saw above that you've spent a lot of time on the graphics, and I think you did really well. The tiles are very clean looking and it is well done to have them change while you go down.
I would say the same thing as the others did about the character movement, but I understand that you gave the priority to the art.
Really good work!
There's solid platforming to be done, though with the current speed my reflexes are struggling with it. The physical boxes add a little spice to the environment, and that's a good addition to make the platforming more interesting. I'd spend a little more time getting the movement working smoothly next time: a more fitting player speed/acceleration, and good jumping feel would be a great improvement. Finally, the graphics are on point. Keep it up!
I think this idea could be expanded on to make something really amazing. Tighter platforming controls would go a long way.
First time I see a unique concept based off of fall damage as a mechanic, everyone hates fall damage!
The controls could be a bit smoother, since the player acceleration and top speed were pretty crazy and the boxed acted as though they're made of styrofoam.
Besides that, great entry! :smile: