SPITEFALL

Press kit

Everything here is free to use, including the screenshots on the landing page. Every one of them is a capture of the game rendering an actual level — no mockups, no composites, no retouched numbers.

One line

A trap platformer where every trap warns you first, and shows you the warning you missed when it kills you anyway.

One paragraph

Spitefall is a trap platformer built against the one thing the genre gets wrong: that you cannot know. Every trap announces itself at least a tenth of a second before it fires, with a mark on the thing about to happen and a sound unique to that room. Die anyway and the game replays your attempt at a third speed, rings the warning you missed, and tells you how many milliseconds late you were. One price, no ads, no purchases, no account, no server.

Facts

TitleSpitefall (working title)
DeveloperIvo Ladenius, one person
PlatformiOS, landscape, both rotations
PriceOne purchase, no ads, no in-app purchases
StatusIn development. No release date.
EngineGodot 4.6
LanguagesEnglish
Contacthello@ivoladenius.com

What makes it different

The genre's leading game is free with ads every two or three levels, skips a level for you after a few deaths, and has no way to know what killed you until it has killed you. Its reviews are unanimous about all three.

Spitefall answers each one directly: one price and no network code at all; a skip that only happens if you ask twice and is recorded as a skip; and a warning before every trap, enforced by a test rather than by intention. How that is enforced is the interesting part and the part a competitor cannot copy in a week.

What it is not

Not a Level Devil clone with the serial numbers filed off, and not a fair game. The traps are still cruel and the last world is meant to hurt. The difference is that when it gets you, it was your reflexes and not your ignorance.

No multiplayer. No co-op. No leaderboards — there is no server to hold one.