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DownFall - TriJam #333.2's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #7 | 3.727 | 3.727 |
Visuals | #7 | 4.000 | 4.000 |
How do you rate the game overall (you can consider fun, dev time, etc.)? | #9 | 3.727 | 3.727 |
How well does the game fit the themes? | #11 | 3.455 | 3.455 |
Audio | #15 | 2.909 | 2.909 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
3 Hours each
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Comments
750 points.
This is a fantastic fantastic improvement. For the moment, I only reached the 2nd section, it’s still very difficult (and I get into a spatial loop, I think lol). The 2nd section it´s not always equal, and that´s really impressive.
Suggestions you can consider for the 3rd part:
You've done a fantastic job creating something truly engaging here. The core mechanic is incredibly unique and quickly becomes addictive, especially once it starts to click after a few runs. I found the learning curve rewarding—being able to get further each time feels great. The minimalist art style is a perfect fit, and the color cues for interactable elements are a smart touch that really helped with quick decision-making. The difficulty spike in the later sections is noticeable, but in a way that pushes players to improve rather than frustrate. I'd definitely love to see how a speedrunner tackles it!
That said, I think there are a few areas that could benefit from some polish. The sound design, for example, feels a bit harsh at times—some cleaner audio or even a subtle backing track might add to the immersion. A few room layouts, especially those with tight obstacles right at the entrance, can feel a bit unfair if you're not ready, though I get that it leans into the trial-and-error nature of the game. I also think adding checkpoints between sections could really help maintain momentum without compromising difficulty. Overall, this version feels much more refined and professional. Great work!
You guys have this locked in. I'm glad you came back this week!
I would love checkpoints at the section breaks!
I really love this new iteration! The HUD is a perfect add to the original mechanic you had and your level design is very clever. The only drawback I can see is that some rooms have obstacles so close to the entrance that it's very hard to pass them if you're not ready and hyper focus. But it's not such an issue actually because it gives the game a soft die-and-retry aspect in which passing a room becomes very fulfilling.
Overall this new polish makes your game very pro and with little more content (like more levels?) I could see it being a paid game. After about a dozen rounds I had to give up (because I want to try more games before the voting ends), but your game is addictive enough for me to want to come back as soon as I can and try to reach the end!
I was so bad at this game last week but I'm beginning to get the hang of it. I can get through the first section consistently now, which is satisfying. The mechanic is starting to become intuitive. My high score is over 600.
But are there really 2 more sections I haven't even seen? This would be so fun to watch a speedrunner play.
I always die almost immediately in the ghost section. If the level were the same every time I could learn exactly how to do the run, but as it is sometimes I just suddenly run into something like this:
I'll look forward to trying again next week!
There's only 2 sections rn, we intended to have 3 in this one originally but ran out of time, so the 3rd will probably be in the next version. Ideally we'd have 4 in the end. when it comes to the progression into the later levels, the idea is that keeping your heat higher is more necessary as you go on, we'll probably make some changes to the 2nd area though so there's more warning for that kind of thing.
Ah, I see! Well then I'm extra proud of my progress :)
If the entrance to the section always started with an orange barrier, then it would be a clear hint to the player to try to keep at least orange heat in the section. Though the introduction of orange minimum heat at the same time as portals and the zigzag tunnels might be a lot to add to a single section.
Didn't play the first one, but this is such a cool concept. The art style is super fun, I love the low color palette minimalism, it adds to the minigame feel. I feel like the aspect thats lacking the most here is the sound design, I think some backing music could be interesting, and less crunchy sounds might do it good, but that's more up to preference.
The colors showing what you can hit is a really good idea, and it made the game much more sightread-able, which was a fantastic touch. Nice work!
ahh ty im glad u enjoyed it and i'm glad everything was clear in spite of the simplicity
ur totally right on the sound design comment - very much a consequence of neither of us being especially experienced in that domain of game design but i'll see if i can cook somethin up for next week...
I have played this game for like 20 minutes now just trying to beat 402 haha. I love the game mechanic, it is very unique and addicting. I'm just not good at the later stages where it becomes more about dying to survive. But solid 10/10 loved this.
ahh tyty glad to hear the high praise :D