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How does the game fit the theme?
3D Object ends up in a strange place: 2d dimention, and they must fight and find their way back to the 3d. Inspired by the book "Flatland"
What code and assets did you not make from scratch during the jam (if any)?
I made everything from scratch, even the sounds.
How many people worked on the game?1
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Comments
I liked the hand drawn art style and the mysterious writing was very intriguing.
I got to level 4. From what I saw, I would have liked more challenge. Maybe some tricky interactions between the buttons/doors. Maybe constraints on what shapes the player can switch between (instead of changing freely). I also didn't see any effect of rotating.
Well done on making a game!
Thank you!
This was an interesting one! The thing I like the most was definetly the writting. Hearing about flatland having rules and trying to spot me in the maze was defintly weird and what made me keep on pushing trough the phases, it was just as nonsencial as a little poetic and I loved that.
I'm afraid I found some problems with the mechanics but since some comments seam to have already pointed it out I'll criticise another thing, visuals. The fact that this game was solo deved is amazing and for the ammount of content it has I can see why the visuals probably got put aside, but I belive that fighting for an aesthetic here could really up the experience. It doesn't have to be anything crazy, but if the visuals could also speak about the world they are on this would be peak! Is flatland a drawing? Or an abstract colorfull plane of existence? Or maybe they could just use some effects to get the game more juicy without going for a specific theme
(Obs: If visuals are not your thing, or you can't seam to find time for them try finding a partner! It's definetly a challenge to work with other people but I'm shure it's a nice alternative)
Thank you! I really try to find my way through visuals. In this case I was aiming for handdrawn feeling but it ended up being a little bit too clumsy. I think engineering drawings would work much better but it should take some time. First, I'm going to solve bugs with mechanics and bad level design ^^)
Cute game. Since you're looking for feedback:
During the first level, I got confused what the game wanted from me. I think it might have been better if there was more feedback when breaking the walls; audio, particle effects, screen shake, etc. Game Juice. Or even break them in one go.
The second thing is challenge. Simply pressing a button and then being allowed through is not that engaging. Maybe you have to earn a new shape, or you can only change between a set of X shapes and need to move back and forth through a level in the correct order. Especially for a game jam, people have very short attention spans, so you need to be wary not to bore them in the early levels, even if the later levels are awesome.
Regardless though, well done! Especially for a solo dev. Making something and putting it out there is what's most important, regardless of how bare bones that thing is!
thank you, much appreciated. I am going to improve the game so your feedback will really be put to work.
Awesome game! Really liked the tutorial layout and the font. The level design was solid too—it actually made me explore most of the area.
if you have free time I’d love to get your feedback on my game.
Thanks and done ^^)
interesting maze puzzles you've done good work!
Thanks!
Interesting puzzle. Simple but works for me, even though I am not the usual target for these games. Sometimes during the movement through gates/other obstacles, the colliders acted strangely and the movement got a bit stucked. But great job, especially for a solo dev :)
Yes, noted, I'll do my effort to rework something
I believe that the most important thing for a puzzle game is to be clear and to ease the player into its mechanics and this one does it well. I am usually terrible at these kind of things so i don't mind a slower pace at the beginning which is why i like that all the mechanics are introduced level after level, gradually getting harder and leveling up with the player's skills. While it is true that the art is minimalistic i don't think it's that big of a deal since the genre itself doesn't really need too much to work. One thing that could boost replayability could be some sort of timer for the level to try and reach the end of the floor as fast as possible! But maybe that's my action junkie brain in action
Thanks for the feedback! I feel like timer really will make it more interesting but only after I rework the maze to be less of a maze and more of a puzzle if it makes sence.
The concept is simple but its well executed. I really like that each level added more mechanics and built off previous ones. It'd be nice if there were sound effects for every time you bump into those breakable walls as a triangle, instead of just when its fully broken. Also, there was this weird jitteriness that would sometimes happen when going through doorways as the correct shape. Overall this was a pretty good game!
Thanks!
This was an enjoyable little maze game with the added mechanics each level relating to your ability to change shapes as you navigate. I'm impressed you did everything from scratch as a solo dev in a week. That automatically increases the rating by me. The inspiration is also a good one and matches the theme.
The only thing that felt weird /off to me was that the triangle is the only one that could break walls (i guess because it has points?) but it felt weird that the other shapes did not have their own innate ability beyond passing specific gates etc.
Yep, triangle is pointy and his points are sharp and dangerous
I love Flatland, which I read a few years ago and I really enjoyed your game :)
thanks! I hope more people find out about the book and read it
I love the visual design! It's simple, but is tied together very nicely. The shapeshifting mechanic is also pretty cool, although backtracking through the maze multiple times to get to the buttons you need got a bit repetitive after a while. Plus you never know what button opens what door, so maybe it would be better if after pressing a button, your camera would show you the door opening so you know what you did? Overall though, I liked it! Very good for 1 week!
thanks for the idea about the buttons and camera, it didn’t slip into my mind but it’s a good one
Great idea, nice execution! It is lacking a bit in sound effects and art. Adding some animations or special effects can be really helpful. Also, for some reason, the red enemies can push me through a wall. Another bug is while I am a square and pushing a block, I can sometimes move through a wall.
Well execution! Could benefit a lot from more polish. Good job!
that’s a strange bug, I’ll look into it, thanks
I just thought, I could add sound effect when switching shapes and attacking..
That's a nice idea! Choose the sound effects wisely. They shouldn't be too quiet or too loud (like it was with one of my game's levels) and fit well with the setting. Try to add some animations and effects too if you can.
IMO the gameplay idea have potential, but the fact that the player can switch shape at will makes most obstacles pointless (doors, buttons, breakable walls etc.) as the player just has to switch to the right shape. No thinking required.
Easiest way to fix the gameplay would have been to switch shape when walking on something. With this and your already existing mechanics it would have been possible to design interesting puzzles.
Otherwise, visuals and audio are simple but work well together. And the flatland-inspired world fits the theme perfectly.
Thank you for the idea, I’ll definitely will try to use it
Nice game! Incredible you did this game all from scratch in a week good job!
As for feedback, I think each shape should have a reason for it's abilities, like why does triangle break walls or why circle can pass through conveyor belts. If it is based in a lore, they could have a name and a bit of backstory.
I liked the mechanics being added each level but as levels go by I got a bit frustrated by the fact that I had to keep going back and forth to activate all the buttons and doors.
The game is really cool! Keep up the good work!
Good idea to give them more lore to explain. In my head they had reasons backing their abilities, I just didn't think to add it. And I made a note about the frustration, I'll rethink the puzzle, thanks!
Very impressed by the game. I really like how the shape shifting never gets tedious since you introduce new mechanics gradually. Overall enjoyed the game, good job!
Thank you!
cool game i really liked the art style keep going buddy :)
Thanks!
Interesting how you let the character swap shapes to deal with different obstacles in the maze puzzle, that adds a lot of variety to the levels. Congrats on your solo game!
Ideally I’d make player a real 3d shape and rotation but I know zero blender so I ended up with a 2d and switching
Switching between the three shapes stays interesting the whole way through, and I like the little extra layer of rotating with the scroll wheel; a little small detail that added depth. The way new mechanics are introduced is handled well too. Each level builds on the last, and the puzzles feel thought-out without being overwhelming. That final section where each path leans into a specific form was a good finish. Clean UI, chill music, good puzzle design. Nicely put together.
thank you, much appreciated. I am glad you made it to the last level
You asked for feedback so here I come with a shovel of real feedback.
First of all, great job on making a game completely from scratch. Sure the art is simple but it's coherent and easy to process. The free drawn aspect also adds a little to it, it could've been completely sterile straight lines and it would look modern but without a soul :)
the music fits and doesn't distract, sfx same. +1 for again going from scratch!
And for the gameplay, I am extremely impressed by the amount of content you were able to put into it. And at the same time it's a little bit of a curse. The biggest design game flaw you have are the actual mazes.
So for the maze to be a maze - you have to have dead ends
at the same time for the maze to be a puzzle - you have to be able to look at the whole maze and "solve" it. Otherwise it's just bumbling around in the dark until you get the "right path" which is just not fun.
So in this case I think you should take one of three approaches
- either add a possibility to view whole maze (like a map) - this makes the maze actual part of the puzzle
- get rid of the dead ends - keep all of the parts of the maze that are required to solve it
- or something that a lot of game designers like to do - use dead ends for cool stuff! collectables, lore, secrets? whatever you like. This approach encourages exploration
And now for the last part which frankly turned out to be my favourite part was the little lore drops, the writing. I didn't expect the writing to be this engaging about some flat shapes, haha. I've gotta wonder, is the flatland secretly ruled by circles? they seem to have easiest in this society.
So overall, this is a great result for your second jam, congrats.
in fact, in the source -Flatland - the more corners you have, the more important you are; the circles though are regarded to have an infinite number of corners, they are hold as the ideal shape, so yes, they really rule the flatland
thank for the feedback, I’ll add it into my workload 👌
This game is really great. It's underrated in the reviews. You should post it on the community so more people can see it. I really enjoyed it. The idea is fantastic 10/10
Thanks! Your feedback made my day better.