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AutoFister: For Justbeats's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #25 | 3.040 | 3.040 |
| Gameplay | #36 | 2.640 | 2.640 |
| References / Humor | #47 | 2.640 | 2.640 |
| Ambience | #47 | 2.680 | 2.680 |
| Overall | #48 | 2.608 | 2.608 |
| Theme | #52 | 2.040 | 2.040 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Interesting concept of having dual controls! I had an issue where the game window was extremely long, I had to zoom out in order to see the whole thing.
I haven't come across a dual control rhythm game before, so it was interesting having to control both Ceci and Gigi at the same time. The music remixes are nice, and I like the art. I had fun playing!
Interesting idea for a dual control rhythm game! Gana be honest, it messed with my head a bit, but I'm sure given time, I'll get used to it! I feel like the game needs a bit more feedback though, major ones are crashing into pebbles and hitting the Advent fans with Gigi. Aside from that, cute art sprite! Good job!
Interesting rhythm game.
I like the concept of dual controls for the game.
Some improvement suggestions:
- I don't know why but on my browser the game screen was very tall and didn't fit on the screen, so I couldn't see any of the information at the top (such as multipliers). Maybe some display scaling is needed.
- Add more player feedback when getting a hit or when taking damage. Sound effects and some screen shake could help spice up the experience.
- As others have pointed out, knowing the hitbox area for Gigi would help a lot. Just adding a static line drawn on top of the road would be very useful to correctly time the hits.
Don't want to repeat many thing since most of my critic points were already said but what i would add onto the others is the "fast tapping" between lines. like if you attack on the left track you need to wait a second before you can attack the other lines again which might feel weird for seasoned rythm gamers.
Other than that the other points were already said (hitbox, no hit limit for multiple targets)
I like the concept of having to multitask and feels pretty nice once you get the hang of it!
2 things i would have still wish for:
- Audio cue after hitting fans/getting hit by a pebble might be nice. in general SFX for menus and stuff might make the game feel more fleshed out
- pausing while midsong (got distracted while playing and couldnt press pause xD)
Agreeing with some other commenters about the controls - I think you could keep the control scheme the same, so long as there's an intro system to get used to it before just jumping into gameplay. Once you get the control scheme down, it feels alright to play, just need to give the opportunity to practice.
Music was really good, Luca's been all over the place this jam, so that's not really a surprise.
I think it's a little weak theme wise, but at the end of the day, sticking to the theme isn't really a necessity for a jam unless you're actively trying to score well.
Would be cool to see the team come back to polish and expand some mechanics, cause it's a good starting point otherwise. thanks for submitting!
>:)
I can see the vision, but there's just a little too much with it that's still not fully developed. For one, it's really hard to get a sense of timing when you don't have an indicator of where Gigi's attack lands. One might initially assume it's around the same area or in front of the car, maybe. But it turns out it's a whole area in front. That said though, the hit detection's a little wide and too forgiving that you can tap out of beat by a bit and still get it. Double notes are hit at the same time because I assume their collisions overlap and there's no hit detection counter/limiter that prevents this from happening. And speaking of the beat itself, the mapping also feels off in some sections, but I do think that for the most part it seems aligned with the song. The pebbles seemed unnecessary, but I know what you were emulating so I understand why that's there.
Overall, I think you have a good idea and were able to do what you could as a solo dev in the time provided so I can't really be too hard on you. Besides, we do this jam for fun, and I did still enjoy some of the time I tried out your game; and I hope you had fun making it too, and I think that's more important. Good job and congrats on the submission! :D
Really like the concept. As others have said the Gigi hitbox is a little hard to know exactly what will and won't count, maybe I need to do more reps. Love the way my mind has to think about two things at once, but isn't completely overwhelmed. Would play again, especially if there was another song.
Controlling two things at once was quite interesting for a rhythm game. Not sure if I'm just bad at the game, but it was hard to tell the timing for a lot of parts. A clearer line for where the Gigi hitbox is might help.
I like the idea of two controls :D it make nice trening for doing two things at one time :) more clear visible information where GiGi attack would help. overall Nice experience
This game illustrates why I don't play piano.
The two track system is really creative. Gigi's hitbox was a little unclear to me and I found the control scheme for Gigi challenging, I kept pushing A/D relative to the lane that the car was in rather than ASD based on the track. Once I started to get the hang of it though pushing the keys in rhythm to the track felt really good, and the songs are great. Nice work!