Heavy Fall by MrScythe
A simple wave based game, where you try to survive as long as possible.

You're on an elevator that keeps on going down. But you're not alone. Enemies will jump on the elevator to kill you! But that's not all. When an enemy lands on the elevator, the elevator will drop down faster depending on their weight. Some enemies are heavier than others.
Every 200th "Depth", an event starts for 20 sec.

Resources - Made with Unity - Sound (SFXR) - BGM (Bosca Ceoil) - Pixel Art (Paint.NET) - Cover Image (Clip Studio Paint)
Controls - Move with WASD or Arrow Keys - Attack with Left mouse button - Special with Right mouse button
| Link | https://mrsxythe.itch.io/heavy-fall |
| Link | https://mrsxythe.itch.io/heavy-fall |
| Link | https://github.com/MrScythe/HeavyFallCode.git |
| Original URL | https://ldjam.com/events/ludum-dare/48/heavy-fall |
Ratings
| Overall | 333th | 3.6⭐ | 27🧑⚖️ |
| Fun | 239th | 3.673⭐ | 28🧑⚖️ |
| Innovation | 712th | 2.731⭐ | 28🧑⚖️ |
| Theme | 476th | 3.538⭐ | 28🧑⚖️ |
| Graphics | 103th | 4.096⭐ | 28🧑⚖️ |
| Humor | 278th | 2.92⭐ | 27🧑⚖️ |
| Mood | 456th | 3.24⭐ | 27🧑⚖️ |
| Given | 41🗳️ | 29🗨️ |
I had trouble getting the Web version to work, but Windows version worked fine. The music was simple, but well suited to the game. It had a great look. Good work!
edit: I join the others to say that the WebGL version does not work for me either
The falling blocks were a little sudden--it might feel more organic if the warning shadows started small and grew to give me a sense of when they'd land.
I would have appreciated the ability to dodge or block--something defensive or ability to reposition. As it was my main defense was killing everything. Which is a good defense!
Everything was super intuitive except for that heavier enemies caused the elevator to go down faster. I love that as a mechanic but it would be great to communicate it some way ingame. Even then, it's tough to keep in mind when there are so many units jumping on always. Maybe if there were some weight thresholds or something, the player could pick their risk level, so to speak and try to manage that.
Maybe I didn't get far enough, but I also wished there were some health pickups or something so that every bit of damage didn't feel so devastating, or some kind of shield/dash to make avoiding damage more reliable to make up for that.
only complaint is that the melee felt pointless. it just felt smarter to always use the fireball.