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Very fun game! Combat is interesting and fresh, the aztec/mushroom fight was an amazing trip. Very nice music as well!

Criticism:

The club is kind of barren, could do with some set dressing. In fact, most of the areas could do with some side visuals or more puzzles, as its a bit disappointing to just run through black areas just following a path.

Likely due to it being a demo, but the combat ramps up a bit to quickly. You went into final boss visuals for the fourth fight in the game during Act 1. Could tone it down for the final release.

(not really criticism) The fights are amazing, but I worry that it might be hard to make an entire game with fights these complex and unique. Most games have some sort of trash mob, but every fight in this game is the equivalent of a boss fight. Makes for very memorable encounters, but I worry that the pacing/length will suffer.

The music box puzzle sound positioning is a bit odd. I spent around 5 minutes feeling around in the dark for something because you could narrow down the source of the music, but I didn't find anything. Maybe the music source could be changed to a strip of area instead of a point, or some interactive object could be placed at the music source.

Kind of a nitpick, but the combat feels a tiny bit cramped. The notes start a tiny bit too close to plan in my opinion. Could leave it as is if you are going for that style though.

In conclusion, I will be following this game to see where it goes, and am eagerly looking forward to the full release!  Amazing work so far!

I do agree! I also loved the visuals, and thought it could use some smaller random  encounters. 

The game feels a lot like undertale, but that isn't necessarily a bad thing, as it was a pretty great game. I personally don't mid the barren background too much, and was used to more strict reflex timing, and although the combat got more and more difficult(I struggled a bit with the bar fight), it wasn't that big of a problem(think of cuphead). 

However, the fights were all fairly long, and I wouldn't mind them being just slightly shorter. It would make learning the patterns easier and less frustrating when you die. I am also curious to see how the diffiiculty scales up, as there isn't much you can do before it becomes a complete clutterfest. You could try to change it up a bit with various challenges, without completely abandoning the core mechanic. For example, I noticed how you clear levels without jumping at all, so you could have a ceiling tht slowly goes down and prevents you from jumping. Or, you can have a battlefield that slowly narrows down, from 5 lanes to 2 lanes.  I will once again be referencing Undertale for this. In undertale, you coud have a normal heart, a ddr heart, a blue heart, a yellow heart, and so on (I haven't played all of Undertale yet so I may not know everything). This helps the game stay varied and interesting to the player (See this https://www.youtube.com/watch?v=hbzGO_Qonu0)

Some stray thoughts:

 The visuals are in my opinion, absolutely amazing, with a rare aesthetic.

The music puzzle was, whilst easy, very fun. 

Overall: 

Lots of potential with a bit of variation, interesting gameplay, 4.5 out of 5