Do Not Fall
A collection of mini-games that share the same goal — to not fall.
A collection of mini-games that share the same goal — to not fall.
Active
The game is in shape already. Regular features are added if time permits.
I was bored but I didn’t know what to play. I am also not into the idea of downloading many simple games just to play them for a short moment. So I decided to make my own.
Do Not Fall is an omnibus collection of mini-games (“Falls”). Each Fall shifts between scrolling platformers, kinetic bullet-evasion fields, and rotating physics sandboxes. Every Fall runs on a strict elimination rule: any contact with the outer canvas boundaries or hazard zones results in an immediate game over. The objective is to outlast the countdown and earn the maximum high-score possible under changing environmental constraints.
| Title | Explanation | PC | Mobile |
|---|---|---|---|
| Language | Selects in-game text language and other locale-specific renders. | Support | Support |
| Fullscreen | Locks viewport to native display resolution. | Support | |
| Resolution | Sets display render dimensions. | Support | |
| Frame Rate | Limits simulation and rendering tick rate. | Support | Support |
| Touch Effect | Visual effects when you touch, click, or drag on or across the screen. | Support | Support |
| Theme | The background when you’re not in a Fall. | Support | Support |
| Scroll Direction | The scroll direction of the Fall menu. | Support | Support |
| Volume | Master audio output level. | Support | Support |
Do Not Fall has high flexibility for players to adapt each mini-game to their own playstyles. Documented in detail per-Fall below.
Click on the cards to know more about a Fall.
I am trying my best to cater to every player. This plan is split into 2 parts, FitAllDevices and SpeakYourWay.
Platform support priority is sequenced as follows: Android, Windows, then macOS.
Version 15 marked the final release utilising 18:9 as the default aspect ratio, which was subsequently standardised to 16:9 in later builds.
Aspect ratios tested and officially supported are 16:9, 18:9, and 21:9. This applies to landscape mode as well. Arbitrary aspect ratios are dynamically computed at runtime and scale proportionally.
For wider screens, the size of the original content is preserved, and extra spaces will fill in the wider parts of the screen. For slimmer screens, the size of the original content shrinks, and the camera in some Falls will have higher fov to include the entire scene.
The default language is the detected device language, and if it is unsupported, English is used as fallback. You can change the game language in settings.
| Language | CultureInfo | Numeral | Date | Font |
|---|---|---|---|---|
| English | en |
1,234.56 |
Year / Month / Date | OpenSans Bold, Barlow |
| 正體中文 | zh-TW |
1,234.56 |
Republic Year / Month / Date | NotoSans TC |
| 简体中文 | zh |
1,234.56 |
Year / Month / Date | NotoSans SC |
| Tiếng Việt | vi |
1.234,56 |
Date / Month / Year | OpenSans Bold, Barlow |
Standalone digits use Varela Round or Share Tech as font.
Due to limited free time, the update speed of this project is significantly slower than I expected. If time permits, this will be the first game I re-visit.
Fall 4 and 6 are both fully developed, yet I never got the time to release them.
The current user interface is blocky and clunky. The goal is to make sure the game is navigable through only a keyboard, and possibly controllers as well.
Shifting from a general Playfab email account system to Discord is a must. The previous method was a lazy placeholder and is destined to be replaced.
It may seem weird to release Fall 6 before Fall 5, but that is because Fall 5 has been scrapped and re-done multiple times. There is still no confident progress to be revealed about this Fall, and if the game does update, it will contain the 3 features mentioned above first.