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Heaven's Fall's itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/12P8kDZZJQl4YFXqqbFyfe9ProT_N43-QcuwhPGcQFe0/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
Restore the broken balance between heaven and hell. Slay the demon king! WASD to move. SPACE to dash dodge.
Please explain how your game fits the theme:
You are the weapon forged in heaven to slay the demon king below. Guided by the imbalance of good and evil, find your way to the bottom of hell!
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Comments
i'm in love with the style and art on this game, the intro and it's text is beautiful, scrolling background, sprites are all very clean and pretty.
i did feel like something was missing while playing the game though, i didn't feel like i was progressing at all as i played until the background change was substantial. i think a cheap way to do this would have been a UI, depth meter, demons defeated, readable hp bar? anything to ground me a little bit, because at first i was worried there wasn't progress to be made... is this infinite? is this it? i found myself asking
i spent my first couple tries trying to hit as many of the demons as possible, but hitting the demons felt secondary, it put me at unnecessary risk vs just sticking to one side the entire game and getting to the bottom. hitting the demons did feel correct, and like it was what i was supposed to do, but i didn't ever feel incentivized enough to so, even in repeat playthroughs where i knew there was a score, and that hitting demons allowed me to hit more angels.
it wasn't immediately clear what hitting the angels was doing... i think the audio and visuals did a good job at communicating it wasn't necessarily good, but i thought i had lost the game entirely the first few times i hit one, and after replaying i'm still not sure what the mechanics of the angels are; when are you allowed to hit one? do they kill all the angels around them? is there any way to tell if i'm allowed to hit one? should i be trying to hit them to kill more demons? -- after paying closer attention i see now that the ribbon gets longer and shorter depending on how many demons to angels you've killed, though it's still unclear at what length it is safe to hit an angel.
overall, a decent submission, and i loved the looks of the game, but would need tweaks to be a smooth experience to someone who hasn't played, and to feel truly repayable by those who have, not having a visualization of how many demons you've slain or clear health indication is confusing, and it makes min-maxing angel sacrifices to score hunt tedious.
i'd love to see the systems, and story your game design document teases, i feel like a combo system and leaderboard could go a long way.
i wish you luck on all your future projects! <3
Thank you so much for playing! Appreciate the praise, and especially all of the super detailed feedback. These are all great points and incredibly helpful.
Thank you for taking the time to write all of this.
Nice art and good polish on this one. I kinda like how there is no explicit win/loss condition. just kinda chill out and play. Good job!
Thanks for playing!
Simple but very polished! The artwork is amazing (especially the evolving background) and the controls feel pretty good and very intuitive as well. Even though there is a definite (and satisfying!) ending, the score mechanic adds some replayability as you try to go back and improve your run.
Thanks for playing and for the feedback!
Thanks so much! Appreciate you giving it a try!
A simple concept well executed, great job!
Thanks!!
Thank you!
Great game! The controls are incredibly fluid, and the sound and visuals provide excellent feedback on player actions and game reactions. The art is fantastic, and the parallax effect between the background and foreground creates an incredible sense of speed without requiring jet pilot-level reflexes. I love the music and how the scenery evolves as the game progresses—especially toward the end, where it builds anticipation and delivers a strong sense of accomplishment.
Thanks so much! Really appreciate you taking the time to play. Thank you for the kind words!