Free Fall by timon
Fall deep into a hole and discover what's beneath!
This was my first attempt at a web based game, so please don't count on the source code to keep any sort of standard :)
Known issues: - The game reset sometimes gets really slow after a few runs, refreshing the page should fix that!
Changelog (post-compo): - Added an extra hint to the instructions
| Link | https://twai.github.io/deeper/ |
| Link | https://github.com/twai/deeper |
| Original URL | https://ldjam.com/events/ludum-dare/48/free-fall |
Ratings
| Overall | 435th | 3.478⭐ | 25🧑⚖️ |
| Fun | 211th | 3.717⭐ | 25🧑⚖️ |
| Innovation | 775th | 2.587⭐ | 25🧑⚖️ |
| Theme | 317th | 3.783⭐ | 25🧑⚖️ |
| Graphics | 780th | 2.674⭐ | 25🧑⚖️ |
| Audio | 354th | 3.326⭐ | 25🧑⚖️ |
| Mood | 628th | 2.955⭐ | 24🧑⚖️ |
| Given | 16🗳️ | 23🗨️ |
I love the slow time mechanic but maybe make the cooldown more clear. I needed some time to figure out, that the color of the player was the cooldown.
keeping the mouse down results in a weird jittering effect.
* The screen shake when hitting an obstacle is so freaking obvious. I'm not sure why I didn't think of that
* The level break after you've fallen for a while is a nice touch. It gives the player a bit of a reward (and break) after staying alive for so long
Overall, I quite enjoyed playing your game. While it's the 'same' as mine, it's also completely different (if that makes sense). Well done!
Thank you all for playing and commenting, these comments really made my day!!
The truth is, it is very simple and minimalist. That does not mean that it is wrong, but quite the opposite. Comply with the slogan. The music supports the gameplay, and the sounds are just and necessary. Congratulations, it's a nice creation :)
I felt like there was room for some more depth to the gameplay other than the core *avoid obstacles* as simply a ramp up in difficulty wasn't enough to keep me glued to the game for very long. Or if there were more gameplay features down the line, I didn't stick around for it long enough to find them.
The art is minimal, but adding the particle trail and the shattering effects elevates it above what would otherwise feel be known as the dreaded *programmer art*. :smile: Nice use of screen shake, and the red cube turning black as indicator of time-slow ability was again clever.
The impact sounds are almost a little painful on my headset, some offensive frequencies in there that don't sound nice.
I couldn't get past the second level I'm afraid... I'd have liked a couple of seconds of invincability after crashing so I can reposition - I found myself crashing into two or three blocks in quick succession, ending what would otherwise have been a pretty good run.
Well done !
Thanks for the thorough feedback @flaterectomy! I actually had a system with power ups in mind when I started and figured that would also allow me to add some extra challenges. The bullet time was my first proof of concept for a power up but towards the end I realised there wasn't time to add much more, so I reworked it into more of a core concept instead. Sorry about the sounds, those frequencies might have been out of range for my basic headset :)
Excellent suggestion @garys! I played with the idea to have all blocks on screen explode when you hit something to give some breathing room, but it got visually overwhelming. Some invincibility would probably have done the trick!
@oddarock Resetting the slow motion on taking damage does seem fair. I don't have a lot of time to go back and do a post-jam version, but that might be the first improvement if I find the time!