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FALLING FOURS's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| All Judges' Picks | #1 | n/a | n/a |
| Judges' Pick - Most Commercially Viable | #1 | n/a | n/a |
| Enjoyment | #10 | 3.667 | 3.667 |
| Impressiveness | #19 | 3.167 | 3.167 |
| Overall | #23 | 3.354 | 3.354 |
| Presentation | #36 | 3.250 | 3.250 |
| Creativity | #46 | 3.333 | 3.333 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- "Clean execution of Connect 4 mechanics with a clever progression twist - beating score gates to unlock new chips that enhance your scoring potential creates an engaging upgrade loop. The variety of chips with different effects adds strategic depth to the classic falling piece formula. The graphics are simple but functional, and the AI opponent works well for jam scope. For commercial viability, it would benefit from more visual effects, smarter AI opposition, and potentially multiplayer support. For a solo developer, this shows good understanding of incremental progression and demonstrates a well-executed idea that could be expanded into a more feature-rich puzzle game. This is an interesting concept, and it was fun to try to decipher a way to actually win. It feels like it needs additional balancing to actually be winnable, though. The fact that the 'multiply score by 2' chip did not work was probably holding me back from being able to do better. The 2D art and audio design were strengths of this game." --- "Another very polished feeling contender. Connect 4 Balatro – what’s not to like. Graphics were very clean and clear, it was pretty easy to work out what to do etc. One thing that I think felt a little bit awkward was that you had to beat your opponent but you also had to get a specific score – these two goals felt a bit at odds – one time for example I beat the computer, but lost the round so had to start again which felt a bit harsh. I also found it quite difficult to plan where to use my special chips for a couple of reasons – as you’ve got no control over where the special chips fall it makes it tricky to ensure you are using them to maximum effect. It might work better if you had more control over when you could place special tiles down. It also feels like you then get penalised if you beat the AI too quickly – the time that I lost but didn’t get a high enough score to proceed, I pretty much just placed 4 tiles in a row down and won very quickly. Finally I found the AI could be a bit hit and miss. Sometimes it felt quite devious, other times I felt like I beat it quite easily. "
Number of team members
1
Please credit all external assets you have used.
I just remembered I had used
https://fonts.google.com/specimen/Orbitron
That is all though
What engine or toolset does your game use?
Unity
Please provide a full playthrough YouTube video for your game.
https://youtu.be/FVOgvIKJ63Y
Please provide a link to a 30 seconds gameplay YouTube video of your game.
https://youtube.com/clip/Ugkxl2Kk7Ygbj2lqQviA_vdq-XsoZd0RQQzo?si=Z8QtcEcMeJTa5LcS
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Comments
The animation and music work very well! I found the computer player made some odd play choices.
A very cosy game, very easy to hit the replay button to try and one up my own scores. Good variety of counters and a nice take on connect 4. Good job :P
Thank you a lot !
Simple, but fun! As someone who's a big roguelike fan, I had a good time playing, and got a kick out of just how many chip options there were to pick up. I think the game did what it set out to achieve, and I think it did a great job of it.
Thank you a lot ! I honestly guess I didn't have enough chips because there were plenty left in the game files that I didn't have the time to program in. I am very grateful you enjoyed the game though !
It was a good number of chips, don't worry! I wasn't expecting thousands of options since it's a gamejam, anyway. You did great with the time you had!