very good game and unique mechanic to use sounds to complete a run it's very good i think a tutorial will be very good and this game will become perfect then.
you can checkout my entry it will very nice to leave feedback and rating.
Criteria | Rank | Score* | Raw Score |
Design | #142 | 3.833 | 3.833 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
very good game and unique mechanic to use sounds to complete a run it's very good i think a tutorial will be very good and this game will become perfect then.
you can checkout my entry it will very nice to leave feedback and rating.
Overall I think it's a pretty neat idea and I had a good time. The idea you were going for is clear and anybody who spends a few minutes with it can pick it up.
The rest are nothing more than nitpicks but here's a few comments.
The initial difficulty came from learning the sounds that were in the game. Once I got familiar with them my next big issue was to figure out the timing . I'm not sure if this is intended but if I press too early the game would kill me even if I had the correct input for the sound that was coming up. Once I got that down, I could survive to do a descent run but the window might be a bit too tight.
If you're gonna turn this into a full game I would make the window bigger or find a different penalty for an early press. Maybe you could lose a point, It would keep the player playing for longer instead of restarting.
Bonus QA, I was able to make the game crash if I was quick enough and pressed space bar at the start of a run.
Good job.
Hey thanks for playing! I really appreciate such a detailed response.
In the "too early press" situation you describe, the failure is intentional, you have to input at the start of a measure. I see where you are coming from on wanting a bigger window, but the window is quite large actually (1 quarter note 'wide'), assuming you are aiming for pressing at the start of the measure. I can tweek the penalty and window as people play to see what feels right. Maybe a lives system or something.
From a flavor standpoint, if you are running in the dark, and you turn too early, you may fall into a pit, hit spikes, etc. Thats the idea I was going for, at least, maybe it dint translate.
Nice job finding a bug, I didn't know that happened! I'm fixing it right now! That's good play-testing :P
Cheers!
Little bit of a difficulty curve to get into but after that it's very satisfying and dancey. All with almost no UI. Impressive :)
Surface feeling: Totally unaccesible.
After frustration and lots of work, saw its inner potential.
Noticed x2 things:
- Song reseted out of tempo and you reseted tempo --> Felt weird
- I failed because the sound changed, felt like a bug.
Game design feedback:
I love the idea, i see this shaping as a full game, with the right work done.
- You need to teach the player how to play, there's beauty in how you use music to deliver information, finish the work establishing a languaje outside of the rulebook. If you achieve this you can have an awesome adventure music and narrative game.
It has no tutorial, and the description doesn't explain it as well as it shout either, but man, once you get in the groove, this is incredible :)
I like how much you can convey with such a minimalistic aesthetic. Had a blast, great job!
Had to check this out after the stream, since it looked just like a rhythm paradise game! It took a while to get used to the inputs, I kept having to check and re-check the description. But after that I could really get into the groove of it.
Definitely needs something to switch it up after like 25 or something, or maybe package it into a game of rhythm games like in rhythm paradise that would be cool :)
That is a pleasant tune.
It is pretty hard and it has the old school read of the manual NES style at the start. Also took me back to struggling with left and right.
Tough but enjoyable.
<ps, you can also play it at work without people noticing>
Please play rate and review mine at https://itch.io/jam/gmtk-2018/rate/300505
Had a little rough time getting a hold of the system. but then the gameplay flowed naturally. Would suggest some difficulty curve. After nailing the controls there was no problem for me to run forever. Each 20-30 steps happening something new would definitely freshen up things. Otherwise I liked the idea.
Thanks for playing!
I agree that difficulty curve would be the best addition, specifically, getting faster over time, and adding more input types. The 1st is already done and ready to be uploaded. And I'm working on a new input, so you are right on the money with what could make this game better!
Cheers Cheers Cheers!
Thank you for trying it! I have your game (STEP OUT) on my list as well!
Absolutely inspired at least partially by Rhythm Heaven!
I'm working on new prompts and a tutorial now, and there will be an update after the voting period ends.
Thanks for complimenting the intro too. A bit of flavor goes a long way.
Cheers!
really great, pretty addictive, and an interesting new mechanic. My best score is 27 for now. It took me a while to get going though.
I had the biggest problem with understanding at which point exactly to press the button after the prompt(I was trying to do it asap at first but then I realized what was going on) but I'm musically challenged a bit so maybe for other people the next measure explanation might be enough :)
Cool concept and I really like the styling! However, I couldn't get past the first prompt. Tried like 12 times. Maybe a beginners mode or tutorial run could help with the learning curve.
Thanks for trying it. It is a bit difficult, but I appreciate you looking past that to the concept :). If you get into the groove, it helps. Also, out of the sixteenth notes in each measure, you can input on beat 15, or 16 of the previous measure, or beat 1 or 2 of the next measure, for a total of 1 quarter-note's-worth of input time.
Thanks for thinking it's fun! That's the goal! Cheers!
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