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The Fallen's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music | #100 | 3.681 | 3.681 |
Story | #106 | 3.362 | 3.362 |
Mechanics | #114 | 3.596 | 3.596 |
Overall | #193 | 3.574 | 3.574 |
Fun | #204 | 3.532 | 3.532 |
Aesthetics | #240 | 3.702 | 3.702 |
Theme | #255 | 3.617 | 3.617 |
Sound | #534 | 2.426 | 2.426 |
Ranked from 47 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
Music from Incompetech (Kevin MacLeod. (Adventure Meme, Magic Forest & Spellbound)
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Comments
very well-produced game. the graphics are beautiful in a retro way, the game mechanics are appealing (acquiring abilities during game progress). I have to admit, I didn't far because I came to a long stretch of unmoving spikes and wasn't sure how to pass them. I'm sure if I had more patience, I could have figured it out. :-)
Thanks for the kind feedback. It sounds like that might be the start of the game. I'll give you a hint in case you want to circle back and see more. There's an ability you unlock at the very start (from the person on your left) and it can be used to break some objects so you can continue. I had to put some kind of block there otherwise people could wander off without having an offensive ability and that would lead to frustration pretty quickly! I expect I could have designed that a little better, though
I guess it could possibly be confusing, the first few times I tried it I did stand right on the spikes I believe and died immediately each time. However I figured out I should stay right on the edge and then absorb it. I was able to figure it out but it's possible it's confusing - not sure though.
I think maybe my best bet with static spike traps is to maybe introduce a small collider on the bottom section so that if you're running into them without jumping, you just hit a wall. Then if you jump onto them you take damage. That, paired with some SFX to better indicate taking damage would probably be a big improvement. Thanks for both of your input!
Nice art and feel you achieved. A cool simple looking fantasy game! Good work.
Thanks for checking it out :)
You ought to fix that dash.
You are not the first to say that! But hopefully you're the last as I just put out a hotfix that should make it behave how it was intended to. Thanks for checking out the game
Awesome game! I love the character animations and the enemy death animations as well as the aesthetic of the game. The ability unlock system and dialog prompts were great features too.
I think the dash could be changed a bit to be less abrupt, at the moment it is more like a teleport and it is sometimes hard to judge were the player will end up. This is just me personally, but I prefer being able to perform other actions like running or jumping while also being able to use abilities.
I really appreciate the feedback, thanks! The dash seems to be universally agreed to be janky/buggy and wasn't behaving how it was intended so I released a hotfix that makes it work properly. I think you're right about being able to move. I'd probably consider changing fireball to be a hold and release ability that you can move around with precharged and ready to fire
skill collection are nice... gameplay a bit boring
Thanks for checking it out anyway. I think if the abilities felt a bit better and more of the enemies had different attacks that might help. What do you reckon?
firing firebolt is a long cast spell, something for melee, maybe just a push, or moving skill dash... more positioning now its run jump fire, run jump fire...mostly with boss battle(maybe boss can shoot a projectile too? less hp... its about 20 firebolts)
Good suggestions - I'll look into some of them post-jam. There is a dash ability in the game already, and it recently got fixed
Great game! Love the pixelart and music. Was missing some soundeffects but outside of that it was a great game!
Thanks, I'm glad you liked it. That's a good suggestion. SFX were high up on my list for remaining things - especially damage indicators for the player and more sounds for abilities. Unfortunately I ran out of time
That was awesome! I beat the demon lord, thank goodness for those magic soul powers! I really liked the pixel art style and level design. Each level was a good length and really kept the action moving! The checkpoints were really helpful thank you!
Thanks for all the kind words! When I built the gauntlet section I figured people would rage quit if I made them start from the beginning, so checkpoints were a must!
Good call!
The visuals of the game were really cool the main feedback I have is to have it where you could see where your dash was going to land you since often I was just dashing into danger but overall pretty cool games.
Thanks for checking it out. The dash issues are a common theme in the feedback so I'll definitely look into that
The animations and music were top-notch on this one. Great job with that.
My major feedback would be on the dash and some of the assets as it looks like other people have mentioned. For me, not knowing where the dash would take me, and then suddenly teleporting and taking damage felt punishing as a player.
Great job with the submission. This was very well done.
Thanks for kind words. I'll definitely take that feedback on board for future jams, or if I make adjustments to this game!
I like the theme! This can be a really good game with some mods to the pixel art (background has a pattern too much repetitive and my eyes were affected a little bit :P).
I appreciated the animations on death and the overall simple design. Good job!
Thanks for playing! That's fair feedback on the art. I'm really new to pixel art, so I'll look to improve in future jams!
Really liked it but a bit tough.
Thanks for sticking with it. Maybe I could add difficulty settings next time, and those could tweak damage modifiers for traps and enemies.
I gave 5* for mechanics! Absorbing souls to unlock skills is really cool.
The art gives me the old school Prince of Persia vibes, and the low pixel count belies the details (scarf flying, particleFX for skills). Really like it!
If the up button is not bound to any action, perhaps a QOL would be to allow us to jump with UP. In the heat of combat, a few times I tried to jump with UP instinctively, and end up eating arrows to the face.
My only major issue is with the Dash skill as it was not possible for me to predict the distance. It functioned more like a teleport, and I guess thats where I died.
But overall, a really impressive submission!
Thanks, I appreciate the generous feedback! That's a good shout with the controls. In the jams I've done so far I always start out with the intention of letting people rebind but never get around to it. Having dual bindings as you mentioned is also a good idea. The criticism of the dash is totally fair. I'll look at tweaking that in the future! Thanks again
As it was a bug, I've released a hotfix for the dash ability and it should now be behaving correctly. If you weren't able to make it to the final boss because of it, it may be worth checking out! Otherwise, I wouldn't want to steal your time away from the other great games out there.
That was hard but I beat it! Really fun vibe - nice work.
Thanks for sticking with. I'm glad you enjoyed it
Very nice - I adore all fantasy and dungeon settings! good work!
I love it , this a interesting game , and the pixel art is really cool , Nice Work !
Thanks! It was my first time trying out pixel art so it's pretty rough. I think I'll do more in the future, though!
very cool idea , i liked your game :)
Thanks for trying it out!
Really liked this game! The simple pixelated sprite animations looked great and the mechanics felt really good and were introduced well. I especially liked the timing of the music change when you dropped down.
Thanks for the kind feedback! I really liked that track but trust me, when you hear it for the 100th time it gets old lol
Very cool game. Took me a couple of tries to get past the trap section of dungeon. I liked that I had to choose between hitting hard with Q or being mobile with left-clicks. Really high standard. Good job!
Thank, I'm glad you enjoyed it! Yeah, the trap section is tricky. Especially as the damage feedback for the player isn't super clear. The dash also is a bit janky. With more time I'd probably have improved those. I'm just glad I got checkpoints in!