About Trustfall 2
Trustfall 2 is the sequel to Trustfall, a free troll platformer for the browser in the spirit of Level Devil. The first game lied about the level: floors vanished and doors ran away. This one lies about the rules of games. A key locks the door it should open. A button marked DO NOT PRESS means it, until the level where it does not. Coins weigh you down, a loading bar turns out to be the bridge, the deaths counter drops out of the corner of the screen onto your head, and two levels are listening to the sound button and the pause button.
The traps are built on habits rather than reflexes. The first world punishes exactly what Trustfall taught you. Later levels remember where you jumped last time and put the spikes there, keep your gravestones so you can climb them, and make the ghost of your last attempt solid enough to stand on. A coin trail leads off a cliff, a door wants exact change, a bridge builds itself only for people who wait, and saws move only while you do. A few levels are completely honest, which in a game like this is the meanest trick of all. An imp comments on everything and lies about half of it; it has a tell, and the game never points it out.
There are 40 short levels in eight worlds: Old Friends, Lock & Key, Mixed Signals, Out of Bounds, Deja Vu, Fool's Gold, Wait for It and Trust Issues. Death is instant and so is the respawn, a faint ghost replays your last attempt and a marker stays where you fell. Fewer deaths earn more stars, while a death album collects every different way you have died, 21 of them, so a new mistake is also progress. There are nine hats to earn, a trust score that tracks how often you believed the imp, and two endings that depend on one decision in the last level.
Controls are the same tight three inputs as the first game, with coyote time and a jump buffer: arrow keys or WASD, three touch buttons on a phone, or a gamepad. Every level is checked by a solver that plays it with the tricks live, and the timing of each input is checked again a little early and a little late, so nothing needs a frame-perfect jump. Your campaign total goes to the public Top 10 under your TabSpawn player name. It is an original TabSpawn game, drawn on a canvas with synthesised sound.
How to play
- Move with the arrow keys or A and D, jump with Space, Up or W. On a phone, use the three buttons. Gamepads work too.
- Walk to the door. Read the signs, then look at what the keys, buttons and coins in this level really do before you trust them.
- Listen to the imp and decide for yourself. It lies often, not always, and it gives itself away when it does.
- Dying is cheap: you respawn at once, a ghost replays your last attempt and a marker stays where you fell. A few levels cannot be finished first time; the win card shows how many deaths were needed, and those do not cost stars.
- Stars count deaths, the album counts the different ways you died, and hats mark milestones. R restarts the level and counts as a death.
Controls
| Left Right / A D | Move |
|---|---|
| Space / Up / W | Jump (hold for higher, tap for a hop) |
| R | Restart level (counts as a death) |
| L | Level select |
| P / Esc | Pause |
| M | Sound on or off |
Tips
- A short tap on jump is a short hop. Several levels are built around the difference.
- When a sign tells you not to do something, ask who put the sign there and what they wanted.
- If nothing in the level helps, look at everything around it: the counters, the buttons at the top, the frame.
- Watch the imp while it talks instead of reading the words.
- Stuck on a level in Deja Vu? What you did on the last attempt is still there.
Questions
Do I need to play Trustfall first?
No. The first world is funnier if you did, because it is built on the habits the first game teaches, but nothing depends on it and the sequel explains as little as the original.
Can a level be impossible?
No. Every level is checked by a solver that plays it with the tricks active and has to reach the door, and the timing of every input is tested a little early and a little late. Some levels are unfair the first time; none is unwinnable.
Why do some levels need a death?
In the Deja Vu world the level uses what you did on the attempt before: your gravestones, your ghost, the places you jumped. Those levels have a number of deaths they need, shown on the win card, and those deaths do not count against your stars.
What are the album and the hats?
The album keeps one entry for every different way you have died, 21 in all, and shows the hats you have earned. Hats are cosmetic: one for reading the imp, one for a hundred deaths, one you have to buy in a level, and so on. Pick one in the album and your spawnling wears it.
Does it work on a phone?
Yes. Three touch buttons appear on phones and tablets and the level fits the screen in portrait or landscape. A gamepad works on any device that supports one.
Is it free?
Completely. No download, no account, no ads. Progress, stars, the album and hats are saved in your browser.
