Due to popular demand, there now is an android build available !
Thank You for the DeepFrame9 Love!
Your support, encouragement, and thoughtful comments really meant the world to me — especially during those blurry-eyed, post-jam moments where I questioned if the game even made sense 😅
The feedback I received was not only generous but incredibly helpful, and I took it all to heart.
💡 As a token of appreciation, I’ve worked on a post-jam version of DeepFrame 9! It’s a bit more polished, has a few QoL improvements, and should hopefully feel a bit tighter overall. I've added an indicator for the highscores and made sure the fireball doesn't bounce off the crystals anymore !
You can check it out here in a fullscreen version (a POST JAM version)! DeepFrame 9
Drag. Charge. Release. Descend.
In Deepframe, you control a blazing fireball on a mission to break through as many floors as possible—and fast. Harness the power of momentum by dragging to aim, charging up, and releasing to launch downward through shifting platforms and fragile structures.
Every frame is a challenge. Every break is a victory. The deeper you go, the faster it gets—and the tighter your reactions need to be.
Can you keep control as gravity and speed collide?
Big explosions and big thumpin' music? My favorite flavor! Pretty fun to fling around and smash stuff, real visceral.
My best score was 850, that time limit is tight and it took me a minute to get the hang of the game. Generally, the further up you are, the harder you're gonna hit what's below.
At first, I was a little confused by the line from the circle, I think it should be turned in the opposite direction to show the path of the ball. Generally a good mobile game. I think if you polish it a little, it will go right into Google Play.
@funbanan Thank you :) I actually had it like that at first but the game seemed a bit too easy then, so I decided to make it a "tail" instead. Could change it up for a post jam for sure ^-^
Excellent presentation! Great music and game feel. Nails the arcade vibe! Controls were intuitive and gameplay was fun for a little while, but gets repetitive very soon. Also felt a little disappointing how the momentum was killed regularly by the new floor, and the floors felt very "stopping". I would have liked to smash through stuff more easily :D
@nyxkn This is exactly what I had in mind ! In hindsight, the floors could use a little less HP, but having them bounce back up increased the chance of the player losing "weight" :) Design choices are always hard during a Jam ! Thank you so much for the feedback
Fun game! I also agree with others that the controls (or the visuals of them) feel backwards. Nevertheless, it's fun to play, music is a banger, what more does one want? :D
Super satisfying game and amazing music! Particle effects are awesome, and good to limit the gameplay by design; ideal for jam! And I also agree that visuals kinda felt "opposite," but that's no biggie, doesn't take long to adjust to it. Awesome entry, one of my favorites!
Fun little game! Like a physics-based reverse-breakout mixed with Angry Birds slingshot controls. I kept wishing the ball would explode more blocks though. Like, I wanted more kaboom, more destruction! The music and sound effects are super satisfying, and the visuals are great too. Only thing is the blocks feel a bit too tough sometimes. I had to hit the same spot 2 or 3 times to break through. Still, really enjoyable overall. I bookmarked it to play more later. Great job!
@sayeg@argensis@leparlon @dzjejpi @frib@munmungames Thank you so much for playing ! I kinda want to experiment with reverting the controls back to the other direction or provide an option to do so, but probably this should not be in the jam version ^-^
Really cool game! I think it could use some indestructible obstacles, that could discourage the player from hugging a wall all the way down - I found that to be quite an easy way to get really far. It is really well polished though and I had a great time playing it, nice work!
@reecemungus thank you very much ! Yeah the wallhugging is actually a sign of skill, when I tried doing that I bounced off the walls too far :D I love the idea of adding a larger variety of obstacles.
I found the gameplay a bit disorenting - the controls and the visual indicator felt backwards - to shoot down for example I expect to pull up and see the targeting thing point down. It also felt inconsistent when the ball is fast enough to fully break a tile versus just damage it but that might be because I missed something.
Great job on the mood, the frenetic music sets the tone well and the audio & visual effects both are very satisfying when smashing through the tiles. Well done!
Awesome music and really addictive gameplay, I played on a computer with a mouse but I feel it is more adapted to touchscreen, I should test it on a phone.
Good job on this one, you have made a really great entry !
This reminds me of a pong game that was talked about at a Ted talk and it was about juicing up a very simple game to a game oozing with visual feedbacks and feel good mechanics, this is that game!
I think for this kind of game to work, you would need really good visual and audio feedback, and that is hard for a 2-day game jam, but you really nailed it. It is very tight, trippy and addictive. Vibing with this. Good job!
Very cool, don't know what that one guy was talking about the music slaps hard. Game is pretty fun too, the sound effect for when your charging up is annoying af though. IG you can just turn that off though. Super sick, only the visuals were a bit of a let down compared to the rest of the game.
@oxnh Thanks for the feedback ^-^ The charging noise might be a bit too annoying indeed. As far as visuals go, this was Compo so I had to cut down on some things to keep the scope under control. It might have looked better if the ball was 3D , maybe. Thank you for playing !
Awesome little game! You seem to have a really great understanding of game feel, it is very impressive! I hope to someday see a polished version of this on the app store.
Nice Entry, As some of the comment said I felt the control where reverse. I was also having my mouse lower and lower every pull, having to reset to a higher position after a few hits. Nice to have made a repo, you should add topics (ludum-dare, ld, ludum-dare-57...) and a ludum dare badge if you'd like
Really cool, fast paced game! Would love to know how the coloured orbs work, I noticed they attach to the ball and fly away after some time, but I didn't get what their gameplay role is :/ Had a lot of fun though!
The blue orbs make your ball heavier, it breaks blocks easier then and does more damage. The pink ones remove the blue ones ! (it's described in the text carousel at the title screen :D ) It's a bit unclear yes, I agree...
THAT MUSIC THOUGH. Such a jam! :D Thank you for fun experience! Here are some feedback points: - I think the sound effects were a little bit too loud - they made the music drown in the game, and music was such a bop I wanted to stay forever in the main menu! - It wasn't clear to me what the dots were doing at first, so thanks for letting me know1 - Def intended for mobile - best to play when there's no way to click off screen. I recommend to maybe add fullscreen to enhance experience!
The gameplay is very cool, very fast-paced and with a lot of game feel... a bit more explanation on the mechanics to score a maximum of points and it would have been perfect, but it's a super well-finished and well-made game, well done. it's looks like a downwell cross poinpy !
Had to take a few tries before i fully understood the mechanics, overall the game is nice however bouncing off hte small balls was a little annying, it kinda ruined the fast pace of the game. Other than this little critique, game is wonderful, excellent submission!
Cool particle effects, music that encourages you to keep going, satisfying crunch to breaking through barriers. Also found gems sticking to you an interesting idea. Thanks for sharing. Fun fact: first game I kept launching "up" for a few seconds, was confused when I encountered nothing. Once I launched down, I instantly refreshed for a "real" run.
Definitely a really game. I was a bit confused on what the gems were for, so a bit more guidance would be nice, but still the actual gameplay was very enjoyable.
met you at the stream yesterday, had a lot of fun with this one, and love that you made it available on mobile as well - works insane well on a touch device! super impressive!
Just barely made it past the 1800 wall after a couple of runs:
My final strat was to stick to the corner, as long as the outermost brick is gone, I could aim and squeeze my way through there, this felt faster than doing it on one of the middle bricks.
Super fun game! Very addictive gameplay, the type that immediately makes you want to jump back in and try again. Effects are super juicy and look/feel amazing, this game makes it incredibly satisfying to smash through all the walls. Music is hype as well, get the blood pumping, I still have it on in the background as I write this, absolute banger. Super cool game, you've done an amazing job with this!
this is pure, arcade fun. I love how simple and effective the controls are. I wish there was a combo system or maybe some way to increase the strength of the impact based on how far you traveled before colliding too - but those are some minor suggestions on a formula that already works on its own. super fun and very creative!
The chaos, the crunch, the kaboom—this game’s got that perfect jam energy! Loved the tactile feel of every hit, and the soundtrack slaps harder than I expected. Got to 1025m before slamming into a wall like a pixelated comet. 10/10 would ricochet again, I do need a leaderboard to feel even more competetitive though! :smile:
Well done entry, the gameplay was simple and clean, and the effects and music really made it a great experience.
One thing I think would improve it is a more consistent application of the charge mechanic. (Or maybe a better explanation). It seemed as though the charged “attack” only exploded sometimes and I was having trouble trying to figure out when the explosion would trigger.
Love the way the game feels it's very satisfying and responsive, nailing those shots and crashing though the floor with force while being really big feels so cool. It's very addictive, everytime I give it another try I make it just a bit more far and the awesome music also keeps me motivated to go as fast as I can
I’m a sucker for arcade games, thank you for creating this baddie! The feedback is satisfying, immediate and smooth!
I enjoy that you had time to create different types of obstacles. The visuals are nice looking and sell the arcade vibe well, while also being appropriately high contrast to decipher obstacles quickly. Awesome job all around! :heart:
Nice feeling from impact, but i don't understand, why when your score 1k+ do platforms become more durable? I can't explain it well, but it really feels strange...
The music just instantly sets the tone for the game (It gives me some jazz jackrabbit 2 vibes, which I adore). It's also a nice touch that you allow people to adjust the volumes with sliders in the main menu.
The gameplay was great, really satisfying and juicy. I must have played at least 20 times haha, I'm not sure how good it is but my best score was this:
Comments100
My best score was 850, that time limit is tight and it took me a minute to get the hang of the game. Generally, the further up you are, the harder you're gonna hit what's below.
Good polishing !
Great job on the mood, the frenetic music sets the tone well and the audio & visual effects both are very satisfying when smashing through the tiles. Well done!
Good job on this one, you have made a really great entry !
Congrats for your job :smile:
EDIT made a repo with the latest state, link is on the page now :)
Nice to have made a repo, you should add topics (ludum-dare, ld, ludum-dare-57...) and a ludum dare badge if you'd like
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Thank you for fun experience! Here are some feedback points:
- I think the sound effects were a little bit too loud - they made the music drown in the game, and music was such a bop I wanted to stay forever in the main menu!
- It wasn't clear to me what the dots were doing at first, so thanks for letting me know1
- Def intended for mobile - best to play when there's no way to click off screen. I recommend to maybe add fullscreen to enhance experience!
Fun fact: first game I kept launching "up" for a few seconds, was confused when I encountered nothing. Once I launched down, I instantly refreshed for a "real" run.
A fun fusion between old-school web games and more modern time-wasters. That doesn't quite sound like a compliment, but it is. Nice work!
My final strat was to stick to the corner, as long as the outermost brick is gone, I could aim and squeeze my way through there, this felt faster than doing it on one of the middle bricks.
Super fun game! Very addictive gameplay, the type that immediately makes you want to jump back in and try again. Effects are super juicy and look/feel amazing, this game makes it incredibly satisfying to smash through all the walls. Music is hype as well, get the blood pumping, I still have it on in the background as I write this, absolute banger. Super cool game, you've done an amazing job with this!
It was a bit not convenient to play with a mouse, but I'll definitely try on mobile.
One thing I think would improve it is a more consistent application of the charge mechanic. (Or maybe a better explanation). It seemed as though the charged “attack” only exploded sometimes and I was having trouble trying to figure out when the explosion would trigger.
I enjoy that you had time to create different types of obstacles. The visuals are nice looking and sell the arcade vibe well, while also being appropriately high contrast to decipher obstacles quickly. Awesome job all around! :heart:
The gameplay was great, really satisfying and juicy. I must have played at least 20 times haha, I'm not sure how good it is but my best score was this:
Overall great job! :trophy: