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A jam submission

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Submitted by jordan--vision — 6 hours, 55 minutes before the deadline
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Results

CriteriaRankScore*Raw Score
Enjoyment#14.6254.625
Audio#14.7504.750
Technically Sound#14.8754.875
Overall#34.0424.042
Innovation#63.7503.750
Theme#93.1253.125
Graphics#123.1253.125

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

I loved the soundtrack it really fit of the whole rhythm game/adrenaline feel of the whole thing. I liked that it wasn't super easy or super hard but I got decimated in the cube^2 boss battle tho. The soundtrack really felt awesome. It didn't get boring and a lot of cool ideas were there, it's hard to put into words.  I wish I could hear more of it but I died before the end of it. Probably will play again to hear it. 

Developer (1 edit) (+1)

Hey, very happy to hear your positive feedback! The boss's name is supponsed to be pronounced "square squared" lol :) The track I made for the game is available at https://soundcloud.com/jordan-675022928/lnuq3pzcd4qm, with all of the variations you can hear in game, and including the boss theme. Give it a listen if you're ever interested!

(+1)

This was so fun! The music is my favorite part honestly. Great job Jordan!

Submitted

Would have enjoyed a Browser/Linux/MacOS build as I had to pull off some technotrickery to get it to work, but I get the time limit making that difficult.

I'm honestly impressed by the soundscape of the game considering the 48h delay. It's a simple beat, but it's truly entrancing alongside the pulses and spinning enemies. This is one of those games that put one "in the flow".

The title made me think you would go with a wordless game, but I suppose no rhythm game is complete without dopamine-inducing PERFECT flashing on screen!

Developer

Hey, I am very glad that you enjoyed it! I have a rough history with the Unity Engine's browser builds, so I decided to save myself some time by not worrying about it for this jam. For the Linux and MacOS builds, I have considered making those but then realized that I hadn't installed the tools required to do so. Whoops!

I definitely intended to make it a wordless game at first, with a made up pseudo language and all, but that would have made the calibration screen difficult to implement in a way that makes sense to players. The title is just a remnant of that original idea, and also I think it looks cool :)

Submitted

I'm happy to see there's a v1.1 that fixes the fast moving background (it was making me quite disorienated). I enjoyed a lot playing this game, nice music, interesting and exciting enemy and boss fight, good rhythm mechanism.. Also love the color and the calibration part! Good work!!

Developer

Impressive score! I am glad you enjoyed it :)

Submitted (1 edit)

Gonna blame this one on my 4K monitor, but the UI got a bit messed up. 

I never saw the metronome timer to help me regain the beat when I lost it in the top left that you showed off when you demoed the game, and during the credits, I saw a duplicate of the credits hidden behind the credits. 

Ended up with a score a bit above 30000. 

Overall pretty fun! And a great feat for a solo dev!

Oh yeah, also, I felt like I could move faster if I moved diagonally, but I dunno if that was me imagining things, or if the movement vectors were actually adding upon each other. 

Developer(+1)

Hey, thank you for the feedback! The UI was made with a resolution of 1920 x 1080 in mind, and I totally forgot to account for other resolutions. Sorry if that made the game difficult to look at, and thank you for telling me. And yes you are correct about the diagonal movement. That might be something I'll fix in a future build.

Submitted

Forgot to mention this in my review, but when I was playing the game, the background was moving insanely quickly, it was hurting my eyes a little. You might need to multiply by Time.deltatime to fix it.
Also, I was playing an ultra wide and I was able to see the background cutoff while it was moving.
Again, great game, loved it otherwise!

Developer(+1)

Oh right I forgot to take those things into account. Thank you for informing me!

Developer(+1)

The background scroll speed should be fixed in the 1.1 build. I'm not sure about the aspect ratio thing, but I tried my best with that.

Submitted (1 edit)

Nice! Just played it. The background scroll speed is fixed.
The aspect ratio is a lot better now (I can still see the blue bar at times but a lot less now), but I am not able to see the timing bar at the top left at all (see image).
Maybe you can enforce a resolution? There's a way to do this in Unity (either through code or in the build settings)

Developer(+1)

Alright, thank you for the feedback. I'll look into it.

Submitted (1 edit)

My brain snapped when the boss got off his seat and started moving around the screen. 

On the second enemy starts to play quiet music, which sounds strange coupled with dynamic electronic music in the background (and it sounds suspiciously like music from minecraft). Then the music equalizes and sounds fine, but still I was confused in the beginning.

Developer (1 edit)

When you say your brain snapped, I hope you mean it in a good way :)

For the music thing, do you mean the second enemy specifically, or the start of the second wave of enemies? (which would be the 4th enemy)

Submitted (1 edit)

I mean the second enemy specifically. Maybe it's just that I was reaching it at the moment when this music was supposed to start playing.

Developer(+1)

Oh right, that is intentional. It's always supposed to start playing when the second enemy appears. But I can see how that can be jarring. Thank you for the feedback!

Submitted(+1)

I love rhythm games and this suits my itch! Great job! Love the music as well