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(2 edits)

 Bugs

“Pass On” probably shouldn’t be an option mid-game, as trying to continue a game you left after “Passing On” puts the game in a state where you can’t do anything.

changes to the settings for rhythm indicator visibility go back to default after you die and try again.

An item with the following ability doesn’t have a name: “100% speed and +12 damage to every 6th dash. +1 enemy per wave.”

My 2 real criticisms:

I think the “Hop, Skip, and Jump” sections should be more platform-oriented as opposed to making players only have to jump across 1 or 2 gaps. I’d have suggested that maybe some gaps could also be bigger in these sections to make players have to do midair dashes to successfully clear them, but Gravitation is a thing, so I doubt that’d be possible...

The shelled enemies that are introduced as enemies you need to jump on to beat should be knocked over by jumping on them as opposed to dashing into them, if the goal was to make them weak to jumping attacks.

Aside from that, amazing game. Thanks to this I can finally add a rhythm game to my collection.

(+1)

Thanks so much, Infernal! I am currently working on a big update for Fall For You that aims to fix bugs, as well as add new content to the game. The bugs you've brought up have been added to the hit list. That update should be out sometime this summer. Thanks again for playing!

Hey again. Finally caught wind of the new update; awesome job with it. Just wanted to report 1 potential new bug I've noticed so far - I don't think that the exploding pages (player or enemy controlled) are working.

(2 edits)

2 more Possible bugs, I think.

1. a forged Megane lets you shoot on every red beat, but the description of its abilities doesn't change, so I'm not sure if this is supposed to happen.

2. If you have the Bunny Ears, moving up onto platforms without jumping is treated as a jump, causing you to automatically pick up items which are on platforms, when you might just be trying to read their descriptions.

Last of the new bug reports I have, and I'll try to get video footage for it if I can recreate it again, But I've had a few weird instances with level generation where the map continues past where you would jump under a checkmark to progress to the next stage. Going where the map continues in these instances allows you to continue while also allowing you to skip potential waves, and even minibosses if they would be the next stage.