Deadfall

A childhood dream finally brought to life.

LIVEGame
macOSWindows

What this project demonstrates

  • End-to-end product execution from concept to shipped experience
  • Interaction design under real-time constraints
  • Systems design and behavior tuning
  • Technical implementation and performance optimization
  • Visual polish and usability under pressure
  • Product judgment around scope, pacing, and feedback loops

Projects like this are part of my independent lab. They are here as proof of interaction design depth, systems thinking, technical execution, and the ability to ship polished products end to end.

Deadfall is an arcade action puzzle game where you never attack enemies directly. Two enemy types roam the world: Gloops and Clankies. Gloops can be crushed by dropping objects on them using gravity. Clanky is invincible, but you can trick him into zapping nearby Gloops if you time your movements right. Enemies respawn infinitely. Clearing objectives creates new risk instead of relief. The pressure never stops.

The world uses a toroidal topology, meaning it wraps in every direction. Walk off the right edge and you appear on the left. Walk off the top and you come out the bottom. Enemies follow the same rules, so danger can approach from anywhere. Only one area is visible at a time, and gravity only applies in the active area. Non-visible areas are frozen snapshots until you enter them, at which point gravity resolves immediately.

Each level requires you to destroy every gem in the world. You crush gems by walking into them, but they also take damage when they fall due to gravity. The strategy is in figuring out how to reach gems, push blocks to create paths, and use gravity to your advantage. Once the last gem is destroyed, a portal appears and you have to reach it while enemies are still active.

The game starts with a 2x2 world of 4 areas and 6 gems. By level 7 you are navigating a full 4x4 grid of 16 areas with 28 gems and 3 enemies. Level 10 has 40 gems, 5 enemies, and is intentionally borderline impossible. The visual style targets the late 1980s: 256x224 resolution, 16x16 tile sprites, AI-assisted and heavily hand-edited artwork, particle effects, and music that escalates with difficulty.

Deadfall ships for macOS and Windows as a paid game at $4.99 with its own e-commerce system. Purchases go through Stripe, download links arrive via email, and re-downloads are available if the original link expires. The macOS version is also available on the Mac App Store.

What it does

Two Enemy Types

Gloops can be crushed by falling objects. Clanky is invincible but can be tricked into zapping Gloops if you time it right.

Toroidal World

The map wraps in every direction. Enemies cross area boundaries. Danger approaches from anywhere.

Gravity + Crushing

Crush gems by walking into them or letting them fall. Push blocks to create paths and set up gravity chains.

10 Hand-Crafted Levels

World size grows from 4 areas to 16. Enemy count and gem count escalate until level 10 becomes borderline impossible.

Authentic Retro Art

256x224 resolution, 16x16 tile sprites, AI-assisted and hand-edited to match late-1980s arcade aesthetics.

Direct Purchase

$4.99 for macOS and Windows. Stripe checkout, instant download via email, also available on the Mac App Store.

Deadfall screenshot 1
Deadfall screenshot 2
Deadfall screenshot 3
Deadfall screenshot 4

Comments

Built with

  • Phaser
  • Vite
  • Stripe
  • Supabase
  • Tauri

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