fallen_down by iuunno

[raw]
made by iuunno for Ludum Dare 48 (COMPO)

WASD or Arrow keys move your character. Walk off the platform at the start to begin falling.

There are some parts of mechanics in there, one of the sigils speeds you up if you have orbs, the other slows you down and disconnects and orb if you have any. Sorry they both look extremely similar.

There is no end state or failstate, if you loose all your orbs you wont be able to boost anymore but you can still calmly fall till you grow tired.

Can be played as a relaxing falling simulator/self hypnosis game​ fallen<em>down</em>coverimg.png I wanted to make a game about falling through a long tunnel losing parts of yourself. Its very unfinished but hey if you want to fall forever you might enjoy it. This was my first time using godot/3d, struggled with spatial transforms and the right way to move nodes around.

Made in Godot 3.3.

Sprites made in Aseprite.

Models made in Blender.

Sound Effect made in sfxr.

Post Compo changes:

Changed from GLES3 rendering backend to GLES2. There were issues with Godot html5 export which seemed to be cropping up on macs with GLES3 build.

Ratings

Overall 866th 2.543⭐ 25🧑‍⚖️
Fun 844th 2.438⭐ 26🧑‍⚖️
Innovation 797th 2.521⭐ 26🧑‍⚖️
Theme 420th 3.625⭐ 26🧑‍⚖️
Graphics 725th 2.854⭐ 26🧑‍⚖️
Audio 688th 2.022⭐ 25🧑‍⚖️
Mood 684th 2.813⭐ 26🧑‍⚖️
Given 25🗳️ 31🗨️

Feedback

Tim77
26. Apr 2021 · 07:35 UTC
Interesting game idea. You got me thinking about how to make an abstract game look like you're actually falling. It's easy to flip it in your mind and imagine you're falling upwards, or even just travelling sideways along a tunnel. You also got me curious about how to create an infinite 3D space like that.
OadT
26. Apr 2021 · 07:39 UTC
I like the way your background appears. After loosing all orbs I think I saw how you have done it. Pretty cool technique for your first godot project :slight_smile:
fraanns
26. Apr 2021 · 07:40 UTC
Looks really cool, but the orbs really look similar, so it's difficult to get fast.
🎤 iuunno
27. Apr 2021 · 19:17 UTC
@tim77 for sure, I thought about this a lot as I was making this game. I wanted to include sections where you are forced to walk around on a flat plane every so often, with character sprite changing to a top down walking sprite which I think would have helped situate you in space, but of course I didn't have time.
binroot
28. Apr 2021 · 00:09 UTC
Interesting spin on an age-old classic mechanic.
incobalt
28. Apr 2021 · 00:09 UTC
Good job with Godot! I did a jam with Godot a few years ago, and found it pretty robust, but I still prefer Unity (too much time sunk, I think!). This is an interesting experiment. I didn't really know what was going on at first, and then it was so fast that it was a little difficult to look at. Is this implemented as a texture manipulation? (i.e., you're not actually falling, just scrolling the texture so it looks like you are?) In any event, I would like to see this connected to something larger (like you talk about in your last comment).
HPA97
28. Apr 2021 · 00:14 UTC
It was a little bit therapeutic/relaxing. Maybe have the sigils placed randomly and a fail state, but that would take away from the relaxing part I guess. Nice entry!
🎤 iuunno
28. Apr 2021 · 00:17 UTC
@incobalt maybe it would have been better to just scroll the texture over the model, but in this case I actually just have chunks of tube above you move below you when you pass a certain point. It seems relatively performant, I let it run for a long time without problems, I was thinking of adding something like prefab sections with different layouts of objects/platforms inside them but didn't get that far.
HerryFabien
28. Apr 2021 · 00:31 UTC
Pretty interesting visual , having random placement of sigil would have been nice
🎤 iuunno
28. Apr 2021 · 00:46 UTC
@herryfabien agreed, I was hoping to randomly generate some patterns of them to spawn in. Having them all down the center in a set order is quite repetitive.
HerryFabien
28. Apr 2021 · 00:51 UTC
@iuunno trying to get as fast by slithering my way through only the speed sigil was cool but not extremely addictive ^^
SrRinio
28. Apr 2021 · 01:22 UTC
Looks like its unfinished, could make random sigils and as you said, use something to make easier to look (could be with colors, for example)
TotteriLudum
28. Apr 2021 · 01:45 UTC
Interesting concept, bit hard to understand at first. The graphics give off a slightly Valheim-y vibe, with a mix of pixel graphics and 3D. With some more development, I can see this turn into a quite satisfying mobile game.
LMB
28. Apr 2021 · 22:38 UTC
It is an incomplete game, as you said, but I really liked the hypnotic tunnel effect! That was well-done!
C4Scar
29. Apr 2021 · 03:15 UTC
I really liked the effect of the tunnel. It reminded me of an older game where you were a ball trying to go down a tunnel and dodge holes.
Tubertz
29. Apr 2021 · 12:15 UTC
I loved the perspective, wish there was more gameplay though. Well done!
nyxkn
29. Apr 2021 · 12:24 UTC
There's not much in the way of gameplay, but the idea seems quite nice! If we were meant to see the next sigil shape then a different camera angle might have been better for visibility.
cheesepencil
29. Apr 2021 · 15:45 UTC
48 hours is just never enough time. Compo is tough! I like what you have, I can see it being a full game with just a little more time.
xpoho
30. Apr 2021 · 01:49 UTC
Симулятор бесконечного падения в ад? Приключения юного фанатика? Что бы это ни было, это может стать большим и сильным.
Молодец, мои поздравления! ^_^
JavierDega
03. May 2021 · 21:22 UTC
I love the 3d spiral! Great way of creating perspective