Game review
Planetfall
7.5 / 10
- Developer
- Chia-Wei Ku (chiaogu)
- Publisher
- Chia-Wei Ku (chiaogu)
- Released
- 1 January 2018
- Platforms
- Web browser (desktop and mobile)
- Genre
- Platformer / Exploration
- Monetisation
- Free, no ads and no in-game purchases
- Players
- Single-player only
The short version
Planetfall's own developer postmortem explains exactly what it's chasing: the feeling of flying from a planet's surface into open space with no loading screen, reproduced as a tiny 2D platformer inside a 13-kilobyte js13k entry. It mostly succeeds — five hand-crafted planets each with a distinct sci-fi identity, a genuine landing-velocity failure state, and a sound-based radar system for tracking down the satellite station hidden on each world. js13kgames.com's own archived results rank it 16th out of 150 entries in 2018 and the outright winner of that year's Mobile category, and testing confirmed the touch controls that award was based on do still work. What keeps it from a stronger score is a plain, first-screen bug this shelf's testing exists to catch: the title screen's "PLANETFALL" logo is rendered at a fixed size that runs off both edges of a phone screen, visible before a single control is ever touched.
Biggest strengths
- The core idea — camera-relative movement that keeps "up" pointed away from whichever curved planet surface you're standing on, confirmed directly in the source's coordinate transform code — genuinely delivers the disorientation-then-mastery feel the developer's own postmortem describes chasing
- Touch controls were tested directly with a real sustained touchscreen press (not an instantaneous tap) and worked correctly: holding the left third of the screen visibly walked the character and advanced the tutorial exactly as the equivalent arrow key does on desktop
- Five planets, each reskinned with its own colour palette, gravity value, and background art referencing a different science-fiction classic (a Blade Runner cityscape, a Dune-style desert, a Return of the Jedi forest, an Empire Strikes Back ice world), give real visual variety across a short runtime
Biggest weaknesses
- The title screen's own logo, rendered in the shipped code at a flat 72-pixel font size with no scaling applied for viewport width, runs off both the left and right edges of a 390-pixel phone screen — only the middle four letters of "PLANETFALL" are visible before ever touching a control, and the same fixed-size overflow affects the instructional text beneath it
- Every in-game tutorial hint displays its keyboard binding ("[←][→] Move", "[↑] Jump") even during a touch-only session, with no equivalent icon shown for the touch zone that performs the same action — a player without a keyboard has to infer which part of the screen a bracketed key name refers to
- Landing too fast is an instant failure state ("You must land carefully"), and a competition judge's own comment ("died on impact") confirms this catches real players, not just careless ones, which may frustrate a player expecting a gentler platformer
Who it's for: Fans of small, atmospheric exploration games who don't mind a short, contemplative session and a genuine risk of failure on landing
Our recommendation: Worth a full playthrough — expect a rough first impression on a phone, then a game that plays fairly and responsively once you're past it
7.5 / 10
A note before the review: the developer has not published a licence for this game (no LICENSE file in the repository, no statement in the README). It's published here credited to Chia-Wei Ku by name with a link to the developer's own GitHub repository, and with a same-day takedown offer standing if they would prefer it not be hosted here.
Planetfall's developer wrote a genuinely thoughtful postmortem alongside the game's source code, and it's worth taking at face value: inspired by Star Citizen's seamless planet-to-space transitions, the goal was to reproduce that feeling in a 2D platformer with a hard 13-kilobyte budget. What shipped is a small, atmospheric exploration game about a lone robot travelling to five planets, landing carefully enough not to crash, and hunting down a satellite station on each one using a sound-based radar before taking it offline.
Gravity, camera rotation, and a real failure state
The best idea here, confirmed directly in the shipped source, is how movement direction is defined. Rather than a fixed "up is always up" coordinate system, the camera rotates with the player so that "up" always means away from whichever planet's curved surface they're currently walking on — meaningful because these are round worlds, and walking toward what would be the south pole on a flat-coordinate game would otherwise leave the player upside down and confused about which arrow key means "forward." Reading the code confirms the actual mechanic: gravity pulls toward the nearest planet's centre, velocity is tracked continuously, and landing too fast triggers a genuine failure state with the message "You must land carefully" rather than a forgiving bounce. A 2018 competition judge's own comment — "died on impact" — confirms this isn't a theoretical risk; it's a real consequence real players ran into.
Controls: real touch support, once tested with a genuine press
Given this shelf's whole premise, the touch claim behind Planetfall's Mobile category win was tested directly rather than taken on faith, and it needed a second attempt to confirm properly. An instantaneous synthetic tap on the title screen did nothing — the same false negative found testing other js13k entries this cycle, caused by the game's key-state model clearing all "pressed" keys the instant a touch ends, which a zero-duration synthetic tap can outrace. Retesting with a genuine sustained touch-and-release started the game immediately, and a subsequent held press on the screen's left third visibly walked the character and correctly advanced the in-game tutorial from its movement prompt onward — the same result a desktop arrow key press produced in a separate test. The control scheme itself, reading the source, divides the screen into thirds and maps each to a movement key exactly like a virtual d-pad would, which is a sound, simple design for a platformer this size.
The one control-adjacent rough edge that showed up consistently: every tutorial prompt displays its keyboard binding — "[←][→] Move," "[↑] Jump" — even in a touch-only session, with nothing to tell a mobile player which screen zone corresponds to which bracketed key. The mechanism works once you know where to touch; the game just never quite tells a touch-only player where that is.
The first thing every phone visitor will see is a bug
This is worth stating plainly rather than softening: the title screen's own logo is a real, reproducible interface failure on exactly the device class this shelf is built to serve. Reading the shipped code shows the "P L A N E T F A L L" title text rendered with a flat 72px font setting and no width-based scaling applied, unlike nearly every other draw call in the game (which route through a zoom-aware transform function). The practical result, confirmed in testing: on a 390-pixel-wide phone screen, only the middle few letters of the title are visible, with the rest running off both edges, and the instructional text underneath it suffers the same fate. It doesn't block play — the invisible "start" trigger still covers the full screen — but it is the literal first impression this game makes on a phone, and it's a genuine, unforced bug rather than a design choice.
Presentation
The five planets earn their place in the developer's own postmortem as the game's centrepiece. Aolea, the cyberpunk city world tested directly here, renders as layered purple-and-navy skyscraper silhouettes with glowing neon window strips, and reading the planet data structure in the source confirms each of the other four worlds carries its own distinct palette and parallax background layers rather than a reskinned template. It's a genuinely well-art-directed game for something built under a hard size limit.
Final verdict
Planetfall earns its Mobile category win with a real idea — camera-relative movement across round, gravity-bearing worlds — executed with a failure state that has teeth and five planets that each look and feel distinct. What holds it to a 7.5 is squarely a first-impressions problem: a title-screen text overflow that greets every single phone visitor before they've touched anything, and tutorial hints that never quite translate their keyboard bindings into the touch zones a mobile player actually has. Neither undoes what is, underneath, a genuinely original and well-realised small game.
Pros and cons
Pros
- The core idea — camera-relative movement that keeps "up" pointed away from whichever curved planet surface you're standing on, confirmed directly in the source's coordinate transform code — genuinely delivers the disorientation-then-mastery feel the developer's own postmortem describes chasing
- Touch controls were tested directly with a real sustained touchscreen press (not an instantaneous tap) and worked correctly: holding the left third of the screen visibly walked the character and advanced the tutorial exactly as the equivalent arrow key does on desktop
- Five planets, each reskinned with its own colour palette, gravity value, and background art referencing a different science-fiction classic (a Blade Runner cityscape, a Dune-style desert, a Return of the Jedi forest, an Empire Strikes Back ice world), give real visual variety across a short runtime
- The radar mechanic is a genuinely different way to signal an objective's direction: pinging it produces a rising-pitch tone as you approach the satellite station, so hunting for the goal is something you listen for as much as look for
- js13kgames.com's own archived 2018 results are independently checkable: 16th place overall out of 150 entries, and the outright winner of that year's dedicated Mobile category
Cons
- The title screen's own logo, rendered in the shipped code at a flat 72-pixel font size with no scaling applied for viewport width, runs off both the left and right edges of a 390-pixel phone screen — only the middle four letters of "PLANETFALL" are visible before ever touching a control, and the same fixed-size overflow affects the instructional text beneath it
- Every in-game tutorial hint displays its keyboard binding ("[←][→] Move", "[↑] Jump") even during a touch-only session, with no equivalent icon shown for the touch zone that performs the same action — a player without a keyboard has to infer which part of the screen a bracketed key name refers to
- Landing too fast is an instant failure state ("You must land carefully"), and a competition judge's own comment ("died on impact") confirms this catches real players, not just careless ones, which may frustrate a player expecting a gentler platformer
- The game is short by design — five planets and a single satellite station each — so once finished there isn't a deeper structure to pull a player back beyond a faster completion time