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FallingWallGames

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A member registered Nov 16, 2020 · View creator page →

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Thanks so much for checking it out!

Yes, there is a final dialogue. Sorry it didn't trigger; not sure what went wrong there, but whatever it is, I'll be cleaning it up in the post-jam edition. I also plan to separate the boss battle into its own level, so that you can try again without having to repeat that entire descent.

Another thing I'll be doing is reviewing all the hitboxes. I got a lot of comments about those, and I think they need some tweaking.

Glad you enjoyed the dialogues, they were very fun to write.

Thanks so much for playing, and glad you liked it!

Excellent puzzle game. The graphics are cute, and the SFX are informative.

Above all, the puzzles themselves are very clever, with new mechanics introduced regularly and combined with known mechanics in a very satisfying way.

A very original premise, executed quite well. I really enjoyed figuring out how this unusual combat system works. Lovely graphics, nice epic music.

In the interest of constructive feedback, I have only a couple of minor suggestions:

1. The "END TURN" button appears to be unavailable when it is, in fact, available, just not highlighted. I found myself waiting and waiting before I figured this out! :)

2. The current game is not extremely challenging. Understandable, since it's too easy for jam games to fall into the trap of becoming too difficult (that definitely happened to mine).

Thank you for playing, and glad you enjoyed!

I will revise after the rating period to make it a little less brutal.

A feather counter is a good idea--I'll definitely implement that.

I'll also update the way the torpedoes work. Originally, you could aim them 180 degrees, but I wasn't quite happy with that, so I scrapped it at the last minute for a simpler system that... also doesn't quite work.

As for that pressure plate, I think it's actually in Level 5. The answer is... perhaps you don't have to hit the plate yourself, with your submarine. Perhaps something can just fall onto it. ;)

Thanks so much for playing, and glad you enjoyed it!

You definitely get points for extreme weirdness. It put me in mind of some of the more surreal Mitchell and Webb skits (Remain Indoors, Numberwang). Graphics and audio work perfectly for the style intended.

Unfortunately, the gameplay is a bit janky. I had a very hard time solving the number challenges: I was 100% certain that I had closed the loop, again and again, but the game wouldn't recognize the first 5 or 6 times.

Simple premise, clever game! The colors and shapes are all extremely distinct, so that's not unfair at all.

Unfortunately, I suspect the game might be a little buggy.  I almost always lost in the 3rd or 4th round, even though I was certain that I had clicked on the right icons and that there was still time left on the clock.

I know where you're coming from! All of MY jam games turn out harder than they were meant to be, and I know that it means my fellow jammers don't get to enjoy as much of the content I worked so hard to make. 

On the other hand, challenge is the texture of videogames. When it's too watered down, it can be hard to say what the "game" is, exactly. So balance is needed. But balance takes time, which we don't have in game jams...

Points for a highly original premise!

I laughed out loud when I manage to get myself killed. I hadn't realized that it was possible to do that.

The graphics are a bit ugly, but in a stylish, PS1-ish kind of way. I rather like them. There isn't much audio; a bit of music would have been nice.

Exploring was fun, but a little bit more guidance as to what to do might have been helpful. 

At first glance this looks like a "bullet heaven" game, but I found it much more tactical and engaging. The contagion of vampirism spreading through the crowds makes for an interesting dynamic, and the different types of hunters keep things fresh. This is quite challenging; I played through it 4 times and never got past the Inquisitor stage.

The graphics are clear and the different units are distinct, but there's no environment or sense of place. The audio is serviceable (the SFX play when something significant happens!) but a bit of music would have made this more atmospheric. 

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Looks very good. I appreciate that crashing doesn't seem to lead to a game over; it's just too frequent and too easy, haha. It's great that the path to the delivery appears right in the phone, that's very helpful.

A minor improvement that would make things work much better: display the relevant key(s) onscreen when the ability to interact appears, then hide them when the interaction is complete. E.g., display an E next to the restaurant when I have reached the pickup zone, and hide it when I've successfully picked up the food. Similarly, display the numbers 1, 2 and 3 next to the delivery options on the phone.

The exploration is the best part of the game. It reminds me of classic Atari games, when the multi-room format was first being introduced! I liked hunting around for the drops of blood.

That said, there are a lot of screens where there doesn't seem to be anything specific to do, so you just end up backtracking to pick up more garlic.

The graphics are nice and colorful, but the assets are not perfectly matched. Mixing pixel art in different resolutions tends to create a jarring effect.

I love that this is a character-driven game; there really are not enough of those, and that makes it very compelling. The graphics and music are nice, and there's a surprising amount of variety to the levels. You drew a LOT of assets here!

The main drawback is that most of the levels are not very challenging. The main exception is the levels in the middle where the subjects don't want to be photographed; those are a bit more tense.

This is a wonderful little point-and-click adventure. I gave it 2 tries and wasn't able to beat it, but I enjoyed it very much.

I like the dusk-to-dawn timer, though to be honest, I didn't understand what it meant the first time around; maybe a couple of icons, e.g. a moon and a sun, would help.

The writing is excellent, which is important in a narrative game. 

Good variety of puzzles. I appreciate the division of the screen into sections, so we don't have to be literally hunting for a single pixel.

One thing missing was more music! Apart from the track on the title screen, I wasn't getting any music, and this felt very absent from the atmosphere.

I love the art; it's like an old-school Saturday morning cartoon. It sets up every situation perfectly.

The minigames themselves are not all equal. The most fun one is probably the stake-dodging one. The sun-dodging minigame is over in a moment. The placard minigame is a bit confusing; I wasn't entirely sure of the goal.

All things considered, a pretty impressive game for a 4-day jam.

Thanks for checking it out and commenting!

Smooth controls, nice and action-packed. Rockin' soundtrack. I'm sorry it was over so fast.

You know what this reminds me of? Urban Champion on the NES. Not one of the most popular games on the console, but I have very fond memories of it.

Thanks, so glad you enjoyed it! I'm glad you appreciated the triple interpretation. If I'd been able to think of a fourth one, I would have found a way to crowbar that in, too. ;)

Great, now I have Flight of the Concords stuck in my head. Too many Dracs at the game jam! Too many Dracs at the game jam!

Glad you enjoyed. Yep, the colliders need some refinement. I'll be working on them after the rating period.

Thank you for playing and commenting!

Thank you for playing and commenting! These colliders, yes, they need work. I'll be doing some tweaks after the game jam. So happy you had fun. :)

Ohhhh gotcha. It can be interesting to see what players notice and don't. This is not something devs can judge for themselves because they already know the information they're trying to convey.

Sorry, I meant Level 4!
Thanks for explaining. Perhaps a timer on top of the door or an animation would help to communicate what is happening here. To me, what it looked like was that the door was closing when the characters switched.

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This is a very, very clever premise. I was impressed by the large number of weird effects, and some of them were a lot of fun to deal with.

Some of the transitions make player death inevitable in certain scenarios: e.g., drawing No Jump when you are on a platform that includes an enemy walking towards the player. This is of course part of the chaos, but it feels a little unfair.

A sound effect would be helpful each time the event changes! Yes, it's usually clear enough, but once in a while I missed it.

The graphics are great! The music is nice, though the volume might be too low compared to the SFX (I usually have the opposite problem). The cardplay is pretty engaging.

The interface is a little fiddly. I sometimes had trouble placing cards on the mat because the cards in my hand were getting in the way.

Also, I was playing in fullscreen mode, but could not see the entire viewport; for example, I could not see the top half of the hourglass or the bottom of the cards.

I think this system has a lot of potential. It reminds me a bit of The Lost Vikings. Switching characters is fun.

In practice, I think the puzzles could use a bit more polish. In Level 3, one of the switches deactivates even though a player is still sitting on it, and I'm really not sure why. If this isn't a bug, it would be helpful to explain the reasoning.

The intro was extremely silly, which did not prepare me for a pretty solid puzzle game! 

It might be helpful to explain some of the mechanics a bit more (e.g., secondary effects of reversing time).

Looks really good! SFX work well, too.

I think the premise is really clever, and fits well with the count down theme.

My main concern is that the game gets very fiddly. I think there may be an issue with the inputs: because mouse click is used both to position the parts and to use the selected tool, I often had a lot of trouble getting the game to register the tool use. I wonder whether changing the control scheme might work better: for example, use E to use the selected tool.

Oh, this one is absolutely fiendish. The frenetic WarioWare pace, combined with the urgency of bomb defusal, makes for an... explosive combination.

I think most of the "puzzles" are very well-designed. You have to be careful, but they don't actually require thought thought.

Great soundtrack. Graphics are crisp and work well for the task.

It was too difficult for me after the first level (I can't do the sliding tile puzzles LOL), but a really intense experience.

Thank you for checking it out, and glad you enjoyed!

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Great atmospheric soundtrack, very suitable to the theme. Though understated, the narrative aspect here is strong: It really made me wonder where I was, and how I got there.

I understand the esthetic choice to go with totally abstract visuals, but personally I would have preferred a little bit of graphics.

The card play would have been more interesting with more complex cards that can create combos. I was able to beat all 4 opponents just by playing my highest attack card each round (and playing block cards when I ran out of attack cards).

Not a bad little endless faller. Fast-paced and intuitive.

I was a little confused at first because I didn't realize there are only three positions (left, center, and right). I kept trying to navigate between two crosses where I thought there was room.

Since the player dies so often, the fast restart time is great; being able to restart by tapping a key would be even better.

Music would have been nice, also.

This is a GREAT first entry. A cross between a (very light) management game and a clicker. Delightful graphics.

The little acknowledgements that pop up during the various activities are at times very funny. It did make me wish that they could be a little bit larger, and stay onscreen a little bit longer; there were many that I missed.

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Looks and sounds great. What a soundtrack! 

Plays really smoothly. 

I think there needs to be more clarity about what each region of the HUD does when you click it with the gauntlet. The "crackling electricity" VFX is exactly the same no matter what the glove touches, so that really doesn't distinguish the regions.

My suggestion actually would be to add a little note in the game description: Drag coins to the bottom right. Charge the gauntlet on the top right. Charge the battery on the center left. Etc. Either that, or little labels or tooltips.

Oh yes, it's happened to me many times (including this time). Haha.

Alright! I tried it again.

It gets soooo frantic!!! I got to Day 5, but couldn't quite beat it.

Brilliant little game. 

Very cool puzzle game. The physics is reasonably effective, and the EGA graphics are delightful.

I only got to Level 6. Note that in some cases, I would "fail" (the flag would turn red, and I couldn't progress) even though I couldn't actually see the structural damage visually.

A smart twist on the endless faller, and rather fun to play. Beautiful psychedelic visuals, and a suitably gothic soundtrack. The four different special items provide for a bit of variety in gameplay.

My one quibble is that the pickups, while they look great, don't necessarily look like what they represent, what with the bright colors and the glow.

Very nice visuals. Good soundtrack. Surprising variety of enemies, many of which require distinct strategies.

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Nice art. A very ambitious project for a small jam like this. There are some interesting synergies between cards (e.g., Squire + Knight), though I wished there had been more.

It would have been nice to have some music during the card battles.

Note that I played in fullscreen mode, but a piece of the picture was still cut off; I couldn't see the HUD showing my remaining funds (though I can see from the screenshot where the money display is supposed to be). Also, the indicator showing who's winning the battle could be clearer; I played several battles before I realized what it was.