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Fall Forever's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #6 | 3.556 | 3.556 |
Presentation | #13 | 3.222 | 3.222 |
Overall | #14 | 3.111 | 3.111 |
Creativity | #18 | 2.556 | 2.556 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Was the majority of the art made by your team during the jam period?
All of the art was made by our team during the jam period!
Was the majority of the music made by your team during the jam period?
The music track (one song) was made by us (specifically, Will!) All the SFX, however, were imported. SFX Credits (https://opengameart.org/content/512-sound-effects-8-bit-style): Asteroid Hit (By DaGameKnower, https://opengameart.org/content/hit-sound-bitcrush); Death Explosion (By TinyWorlds, https://opengameart.org/content/explosion-0); Laser Beam (By dklon, 11th option: https://opengameart.org/content/laser-fire); Space Debris Explosion (By Kutejnikov, https://opengameart.org/content/explosion-8)
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Comments
I think the speed and scale of the game are really well tailored, as are the projectile speeds - nothing felt out of place there, which is super important for these types of games. It's a game where you can easily get into the flow and just chill out for a long time, which is a very valid way to design a game - if you're not careful you can get hit, but generally the asteroids are random enough that you're not just staying still, but predictable enough that you aren't upset when something ever hits you. The hitbox is large, but I thought that was an interesting way to change it up, it incentivizes active shooting, so that you don't get too passive with just dodging. Since the game advances at a fixed rate, I think changing up the means of progression would be best - it's currently just capped at how many you can shoot infinitely, which isn't necessarily skill based. Various upgrades and time survived might work well - definitely something to experiment with. Overall a satisfying take on a classic arcade game.
There's something about this game I vibe with so much. It's a fairly basic gameplay loop and yet I get so hooked in! Even with the simplistic art style, a sense of atmosphere is created that I adore aided by the tranquil music (i'm probably just a sucker for space) Being able to destroy projectiles brings me back to Galaga and I fuck with the game heavy so that's a star in my book lol. I do think the hitbox of our character is a little wonky, maybe being a square rather than a circle? Otherwise this game has got great potential to be expanded; I could suggest adding larger asteriods that take multiple hits to break up, or objects that spurt out other types of projectiles that can't be destroyed. Small upgrades to your character that enables you to shoot more bullets? There's a lot you can do! Overall nice job y'all :)
I mess with this, the music fits the visual vibe really well and this is chill enough where I could see myself playing it to try and get a score of >500.
I ended up having a ton of fun with this game. The movement is very quick and responsive so it feels good to dodge stuff. I recommend you guys try making more bullet hells in the future, this is promising stuff! Also not to brag or anything but my high score is 302. :3
This game is pretty solid. I love the colors you guys used. I really hope you guys work on it more :D
I really love the way your projectile grows as you shoot it, its a great case of how a small effect can make the game feel much more satisfying and clean as you play. i also love the stars in the background, they're very pretty!
I love this! It's really well balanced, hard enough to be entertaining but not enough to be unfair.