My entry for Trijam 393, the three-hour game jam. It is my first proper jam, and I stayed under the three hours.
When I read the theme, "The Walls Have Eyes", I sat there for a while. That is unusual for me: I usually have ideas fast, and executing them is the hard part. I wanted to take it down a religious route, but there was not much time. If I think the game is fun, I will spend more time on that after the jam, or if a creative idea comes to me.
What I landed on: a personal pong arena that falls and falls, like a game show, against an NPC or a friend. Each side has glass that breaks after 3 hits. Then it goes slow-mo, and the camera zooms out to show the crazy fall past strange walls. If a ball hits a wall, the eyes open. The back wall drops tears you can collect for an upgrade. The wall of eyes still lets the ball bounce back into your physics arena, which keeps rocking the arena and causing chaos. Both sides can score more because of it.
The feel I was after is the 2007 era of addictive browser games: stick games, Armor Games, you on WASD and your friend on the arrow keys, slow-mo Matrix games, Interactive Buddy. I thought of the energy of The Thing, and of falling past eyes that open and close, and getting hit in the eye with a ball. The pinball paddle came from a mix-up: I kept saying "pinball" when I meant "pong ball". My friend Jx pointed it out and suggested the pinball arm extension from my mistake.
When you win, the final point ("Dubs Through The Crack") screeches against the walls so large that you are no longer falling to your death. You are saved in... a game show? a creepy eyeball apocalypse? God watching? I have not decided yet.
I hope you get a smile out of it.
(The original, unedited text is kept in docs/jam-entry-original.md.)
The designer's original paint sketches, kept as dev reference. The notes below transcribe each sketch and map it to what is built. The sketches are the source of intent; where this file and the code disagree, ask before "fixing" either.
Sketch 1 (the original idea, drawn in a sketchpad) will be added when the designer can scan or photograph it. Until then this is the earliest record of the design.
Aesthetic questions (top left, still open in the sketch)
Core idea
Glass and goals
Eyes, tears, pinball
Other players' balls and the NPC
Background (top right panel)
Mode and customization wishlist (blue, top right)
| Sketch idea | State |
|---|---|
| Falling rotating arenas, walls with eyes | Built: deep shaft, carousel of other arenas, plate-mounted wall eyes |
| Glass breaks after 3 hits; top and bottom unbreakable | Built (girder ceiling and floor; per-side glass counters) |
| Eye hit makes background eyes react and drop a tear; tears stack toward pinball | Built: background eye reactions, tears, pinball paddle unlocked by tears |
| Other arenas' balls bounce off walls, can break your glass | Built on Sharp and Relentless (hostile) |
| Eyeball follows nearest ball | Partly: eye look is render-only; check it tracks the closest ball |
| Eye reacts when a ball barely misses | Open |
| Solo Fall | Built (mode) |
| Rain Fall, Tower Fall | Open (new modes, data in src/sim/data/modes.ts) |
| Pinball as a mode | Open (it is currently an in-match upgrade) |
| Customization: speed, arena, eye, gust, wall, ball | Open (partly covered by modifiers and tuning knobs) |
| Blue-gray background concept | Open: palette swatch in the sketch is the reference |
| Binding-of-Isaac / fleshy / mixed-media direction | Open art direction question |
| Io-free server, Supabase + Cloudflare | Open: milestone 4, owner applies the SQL |
Remember the repo rules when acting on any of this: game rules are data, the sim stays deterministic, and anything that changes how a recorded run plays out bumps SIM_VERSION.