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Thanks for playing again! Let me answer your points:

- There was no rythm mechanic in any of the versions. The only rythm tied game element that's intended without being pushed is having the OST a fixed BPM compatible with the overall game difficulty, so a slower player can uncounsciously let his inputs synchronize with the beat. I will still play with that once I start making more music, see if it's worth having as a development constraint

- The meta progression and little fairy got ditched unfortunately. The way I started the code was too problematic to easily implement features and content, hence why I want to finish a very simple version of this project and move on

- First time I hear about the UI being claustrophobic, that's an interesting remark. I'll keep it in mind as I ciment it towards next versions. As for the Art Direction yeah, still messy. I believe I can make the game clearer as I approach the end of the project

- When dealing with bad haphazardness, you can use the SPIRIT gauge to "deal" another set of Opportunities. This mechanic was intended to have a rare chance of the game being unfair, while the player have better odds and ways of countering it.
This mechanic was not explained well enough in that build, I need to work on that

There's a good chance I completely change the theme of the game soon, so it's again going to change. But the mechanic should stay very similar, with a bit of simple content unlocking.
Thanks again for your feedback, much appreciated.