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(+1)

I love this game. I have been playing it during zoom calls for school and at night when I should be sleeping. Keep up the good work. I would love to see a full release.

If there is a full release what platforms will it be playable on?

Awesome, glad you like it! Currently we are just releasing on steam but would like to get on consoles later. 
https://store.steampowered.com/app/1072640/Beat_Blast/

(+1)

The spitfire(or splitfire) is kinda not that good, needs a buff :D

(+1)

The game is a BLAST 10/10 would buy and recommend. Tho I'm still stuck on the first boss.

Glad you're enjoying it!

(+1)

If the ability activation beat is planned to be fixed and not player-configurable, could it be moved to the first beat instead of the last? Putting it on the last beat encourages players to put more notes on the last beat, which actually makes it feel more like the "first beat" in the loop, making the sequencer feel off-sync and weird. 

(1 edit) (+2)

full row of notes (mostly)+ all this
gatling gun
eye skill +dash idk
Echo shot makes things bouncy
all this made me quite confused after a bit to many things going on at once Lmao but it got me to world 8 i'll update what i've found

note board lvl of skills 1 white 2 green 3 blue 4 Purple 5 yellow
circle burst: send out 4(blue) or 10(pink) shots based on note(s) play (i guess the same for other skills)
scatter shot: shoots 3 bullets in a cone
Bazooka: bigger final note size
double trouble: double shot note twice
turret gives you a mini turret 3 sec
domino when it kills an enemy it leaves behind a destructive aura to damage other enemies. thx Ene123 for this one
power mine leave behind a mine for 5 sec
riot shield shoots a half like square that block incoming damage
shatter shot once the bullet reach's its end breaks into 3 lazers
spin shot ???
-------------------------------------------------------------------------------------------------------
square
comet your dash does damage circle skills
echo shots bounce off walls
heavy bullets doubles bullet size
sharpshooter faster bullets maybe more range
-------------------------------------------------------------------------------------------------------
hexagon skills
gatling gun shoots bullets much faster +more bullets
Spiral bullets bullets spin around you almost like a shield
heat seeking missiles: as the name suggests
-------------------------------------------------------------------------------------------------------
square
barrier two orbs shield you from damage
blink longer dash?

(+3)

I played through your game a couple of times. It is a really fun expierience, but I still have some things that I noticed that could be improved upon :)


First up, when you are in high-object count areas (e.g. first boss spam attack, or later almost every room when you max out notes with barrage/Gatling gun) the audio dies and you get a massive framerate drop. I ended up muting the tab, but the audio glitches actually persisted through to the music I had opened in another tab. 

Second, you can snipe the first boss from the entrance. You can kill all of his surrounding stuff, but you don't actually take any of his health if I see it right. 

Third, I managed to clip consistently into the wall on one occasion, it was the left wall in the bottom left corner of a world 1 room. I tried going into another room while some enemies were still alive, and got offscreen killed by something. 

Another thing are the sniping enemies in world 3. I really like the concept of them, but having 3 of them in the same room as a miniboss is a bit much. 

On the topic of unbalanced enemies: Green big squares that have the same speed of you can corner you easily, and you can die from a forced hit that feels a bit unfair. Also, purple swarms in world 5/8/etc. are annoying because you can barely see the split up enemies. 

Lastly, I second the opinion of bad RNG. The game depends at least for me heavily on when I get the heavy bullet powerup and if I get laser, spin shot or turret. Getting past world 3 with riot shield, bazooka or double trouble is near impossible due to the low damage output. Also, I left world 1 with any number of notes between 7 and 12. Having a meta progression like keeping one power or leveling your stats up from the getgo would be awesome to combat this a bit.

Still really beautiful and awesome game tho :)

Hey there, thanks for the feedback!  We have a dev preview build up on our discord right now that solves a few of these issues.  Unfortunately the audio cutting out is a WebGL issue and seems to be browser specific.  We are looking into a fix, but there may not be one for the web demo.  We can assure you that this won't happen in the application based steam version though!

(+1)

i would just like to say the R.N.G. is really bad, not to say the game is bad i just had a few to many games where i get to the bug section with no notes no upgrades and one heart i just feels really inconsistent

(+1)

i mostly go right and for whatever i seem to get 3-4 notes

We have been talking about lots of options to help users overcome bad RNG.  Changes will be coming!

(3 edits) (+2)


Hey! Great game. You really need to add a level counter though because I have no idea how far I got, but at some point the bosses became easier to do than the rooms, and then a little after that the enemies stopped getting harder.
I'm just gonna rattle off some points here:

The frames and audio die a little when you have turret and barrage at the same time.

There's a small issue with enemies phasing into walls and getting stuck inside them, but you really have to try to make it happen.

Sometimes the first attack from the bug boss carries over into the second attack where you have to stand still in a safe spot, making it impossible to dodge.

Boss health bars.

On the third stage, I'd appreciate the snipers having just a tad bit more charge time before shooting, especially when you first walk into the room.
Being able to move the position of the special ability (turret, riot shield, synchronicity, etc.) would be nice.

Might I suggest that after filling up all the sequencer slots, or after getting some amount of extra note blocks, that the player has the choice to 'restart' but with 5 rows on the sequencer instead of 4? Or perhaps the player will be able to equip 2 abilities.

The melee attack that the eye boss does is pretty cool, but I rarely see it happen, and it only lunges once.

Don't know if this is intended, but you can shoot the turrets past the barrier on the eye boss and into the eye to damage it right from the beginning.

A few invincibility frames would be nice after a dodge, would be a bit more forgiving with the laser on the eye.

I've gotten the gold portal to open a couple times, but still haven't figured out what the trigger for that is, if there is one. Very nice surprise though, blew my mind the first time where I managed to walk through something like 8 rooms before being kicked out.

The little tune that starts at the beginning of a boss fight is really cool, and it would be great to see that being extended more so there's some sort of counterpoint happening between the boss and the player.

The bug boss is disproportionately harder than the eye boss because the eye boss doesn't move nearly as much. On several attacks like the x4 lasers or the bullets that follow you, I'm able to just circle around one open point of the boss' barrier and meatshot it. With the right items, it can take about 10 seconds to beat that boss.

Anyways! It's really fun and I sat here spending probably the last hour and a half on that run. Can't wait to see how it develops!

Hey thanks for all the feedback, glad you like the game!
We will take all your ideas into consideration. Level counter is in the next build, just testing it for bugs. Coming very soon!

(1 edit)

this is my view on the golden portal to me it seems if you kill a boss quickly you get it as a bonus room only got as far as 3

edit ok it seems if you dont get hit it opens the portal

(+1)

Yea, I've thought and tried both of those. There's been plenty of times when I've killed a boss under 20 seconds without taking a hit and I don't get a portal every time.

(+1)

Is the orange snake supposed to be ramming into you like a bomb? cause he always gets me

(+4)

This is a good game and I like the aesthetic, but I wish there were more of a tie in to how a "good" rhythm would also be beneficial in game. Though I suppose that would be very subjective.

(+5)

Maybe a "rest" block, that does nothing and makes no sound but slightly powers up the next beat's attack. For example, a rest block placed on a yellow tile makes the next yellow beat have larger radius (but doesn't affect the other colour beats).

(+3)

Or maybe it's like how in Smash there are stale moves, but this time it's stale rhythms or stale beats.

but would a rest power a rest? could you have an infinite chain of rests becoming all powerful and when you finally use a beat it ends reality itself?

(+2)

in world 2 when i used my dash i somehow when into a wall and needed to guess my way back to the room was not hard but next time i may not get so lucky

(+2)

hey thanks for the bug report, we have fixed this in the next build.

(+1)

personally i think you should add checkpoints at the varying difficulties so from dots to bugs and so on

(+5)

I wish that the notes that make your other notes sound different, had an actual effect. Or if there is, make it a bit more undersandable.

PS: Please make the descriptions of items actually descriptive.

(+2)

Great game, the one point i'd give is that taking damage feels really unforgiving, either making hearts a more common drop or just giving the player more life at the start

(1 edit) (+3)

I really  like this game, but:

I would like to see a score after each  run.

I tried to play with a gamepad and in the first bossroom, while i was fighting, a door opened after I had touched it, I don't know if it is a bug and if it is related with the pad, it has happened only once. 

The green notes make you faster, but there isn't anything that makes you tougher (I haven't tried all the items yet).

(+1)

Green note is almost mandatory for second boss because some rng placements require extremely fast reaction and player speed. They also give your bullets more speed, and hence gives further range, which is very useful.

(+1)

What is the name of the menu screen music?

no name yet, our musician made it.

(+1)

I need that music as its own song, as my computer can't run the game (I play on my laptop) and I love the music.

(+2)

So, I get up to world 29 and I can say I was op, sadly the enemies just seem to be more resistant  and their atacks become more and more fast, also  hearts just stop appearing in  shops after level 15 or so. Nothing to say but I love this game!

(+1)

Damn! You got to world 29! i only reached world 14 :(

wow nice, cant say ive been that far, or really designed it for people to last that long. There is a lot more content coming and harder enemies so longer runs will be more interesting and rewarding! Thanks for playing!

(2 edits)

Hearts do appear in shops late game! But only if you already have less than 3 of them, and even then, it's still not a guarantee.

(1 edit) (+1)

I have an idea for the collectible notes; maybe when you collect one, the speed or power of the note(s) that it affects increases.

A list of other things I would suggest (according to my experience):

  • Add an upgrade that increases how much you see
  • Make shops more common (i know others have said this)
  • Increase the average amount of "coins" you get from enemy and miniboss rooms

btw, circle burst is probably too op, I beat the first boss with lv. 1 circle burst and 2 full rows of notes in about 15 - 20 seconds 

(+1)

Uhh hey I've been playing for 12 hours or so and this game seems super luck based. I just died to the first boss cause I only gained 3 notes and didn't run into a store once. I feel that it could really turn some players away cause it takes some of the skill out of the game.

(+1)

Hey we are doing some tweaks and fixes to make it less luck based. Thanks for the feedback!

(+1)

I like the enemies on the third area, here's some opinions again:

- The third area is way easier than the second area in terms of the enemies, what makes the second area harder than the third is the fact that the room are filled with many of those enemies that shoot in 4 directions, making it hard to move freely, the third area lacks that kind of enemie which makes it the easiest area, even easier than the first one.

- As said before, in the second area, many of those enemies that shoot in 4 directions are being spawn in the rooms, some nerf or limitation on those would be a bit apreciated, it's trully a chaos, don't know if it was intended, but it's really the hardest one so far. I enjoy it of course, but I think it's too much for the second area.

- Since the enemies can like get some special abilities when they are in a different color, I noticed that the static enemies that shoot staying in place don't get this kind of ability, it would be good if it got added, making some expections on them, because getting the purple ability  won't be much in a static enemie, but green to make it shoot faster and yellow to hide, would be cool.

- This would be maybe already too much but maybe do the same mentioned before, but with mini bosses, to have some variety on mini bosses, just don't make them possible to have the purple ability, 3 mini bosses in a row, no thanks, of course if a mini boss gets the chance of have an ability, lower the enemies that are in the room with it to make some fair balance.

That would be all, I have to say that I only managed to get to the third area once, so maybe I missed some of the enemies that area already there, so far I didn't see like a imitation of the snake enemie or a static enemie in that area, and getting to the third area is a bit of a pain because of the spam of the static enemies in the second area.

Thanks for reading and hope this help to improve the game that is looking pretty good right now.

(1 edit) (+1)

As the game is now coins could be taken as a score, tho their timer is a bit short, cant get a rotation around a room (kiting) to collect them before they expire.

(1 edit) (+1)

Volume control does not effect enemy "Mines" of the 3rd room explosion volume. 
Volume control does not effect start game sound volume.
Volume control does not effect laser beam sound volume.

Will fix, thanks for letting us know.

(+2)

This game is amazing, but the two things I (my opinion, not others) don't really like is the darkness around you making it harder to see, an the inability to renter rooms that you entered before. Other than that, great game! 

yeah those are two things that could need tweeking 

(+2)

Really cool concept, and quite well executed.

The laser on the boss is way too difficult compared to everything else. I can dodge all enemies, all bullets, but the laser gets me every time given how fast it is.

Lasers aside, the game is very slow, in terms of going room to room, in terms of enemies, in terms of projectiles. I don't really want to replay it when it starts off so slow only to die to the boss despite how interesting it is. I guess I feel like I've seen most of what the game has to offer quite quickly, it's cool, but there's not really any intensive to play more.

Not really sure what the darkness adds, felt like more of an annoyance.

Is the green a dash? Given you already have a dash. perhaps something else would fit better, like the ability to destroy enemy bullets.

Lastly it could do with a lot more kick to it. The rhythm elements have a really great feel to them but everything else is very lacking. 

(+1)

You have to dodge through the first boss laser, you can't circle around him. The second level becomes much much more fast paced, don't worry lol. 

The green buff makes your bullets go faster and farther, and it gives you a boost of speed.

(+2)

Yep, The boss is way too hard for that early in the game

I don't know if the boss is hard for me,if you do not want to dodge the boss' laser and want to circle him, then go close to him and circle him, it works for me :D

(+1)

Hi, i've been playing for 7 days in a row now
some bugs i've noticed:
1- when the bullets get too fast with echo like when using gatling or laser with echo, some bullets actually pass through walls and doors, especially from the doors between 2 rooms.
2- when using Barrage and Echo and you're close or sticking to the wall, The barrage stops working and the bullets just go straight.
3- when using gatling the sound just shatters and the game lags soo much, i don't know if that's from the browser or a bug tbh.
That's all for now, other bugs i've noticed before are fixed ^^

(+2)

It's "a bit" hard game.

(2 edits) (+1)

I'm quite liking the game, although I haven't been able to make much progress due to the second stage's difficulty. The amount of projectiles is a bit nuts, frankly.

However, my main issue is how unfair the visibility feels. This game is tagged as a bullet hell, which I believe makes it incredibly important to be able to see your enemies at all times.
As the game is right now, enemies are hard to see before you enter a room, and still hard to see until they get closer to you, due to the shading effect, (which also appears to apply to enemy bullets?!?) So, if bullets come from the other side of the room before I can predict them, that feels...

Well, really unfair.

That said, some of these rooms are so big that your enemies literally are on the other side of the room, meaning they're offscreen.

Also, I somehow got sucked through a golden portal after killing the first boss this one time, with a whole bunch of neat rewards, but I have no idea how I did that, and there was nothing to indicate that I did something special to deserve it in contrast to my several other runs. What's up with that?

(+1)

The golden portal is randomly i cant predict it

(+1)

Golden Portal is random, I have had 2 runs where I got it. It's just total random chance of weather or not a boss will drop it.

(+3)

Will there be any kind of meta-progression in the final release? it's kind of demotivating to die, and lose everything, and i would like to feel some sort of permanent progress.

Yes, we are planning on introducing unlocks that you retain between games for Steam Early Access.

(+1)

I kinda wish there was a wiki or something that had the details for all of the upgrades and abilities and such

(+2)

note board
circle burst send out 4 shots like an X
scatter shot shoots 3 bullets in a cone
Bazooka double final note size
double trouble final note twice
turret gives you a mini turret 3 sec
domino more damage? unsure
power mine leave behind a mine for 5 sec
circle skills
echo shots bounce off walls
heavy bullets doubles bullet size
sharpshooter longer range??
hexagon skills
Spiral bullets bullets spin around you almost like a shield

(+2)

domino: when it kills an enemy it leaves behind a destructive aura to damage other enemies.

nice! A fan made wiki would be awesome!

(1 edit) (+1)

Got two bugs! First, snakes can deal damage to me before I completely enter a room and also I think their AI still targets me before I'm in the room. Second, some bits that I come by are either visual glitches or just can't be picked up. It has happened quite a bit. (;

(+1)

Does the game have an end or is it infinite?

Very cool game, only issue I have is that the upgrades cost a lot of notes so unless it's a good ability it's not usually worth it. I think they could maybe be reduced in price so that they aren't costing 3/4/5 notes. I mostly just hoped to get a level 5 upgrade in the store or I just didn't worry about it.

Is there a way to have every slot have an ability? Not super clear to me, because once I had lvl 5 scatter shot, I didn't want to risk it getting replaced and the though never crossed my mind.

(+1)

Might want to look at  Bounce from Orbit behavior, speed does not transfer, it is intended or unaccounted?

(+2)

finally reached World 9!!!!(although died at boss which was sad :{ .... )

(3 edits) (+1)

Would be nice if visibility was a variable in the MainMenu settings as a score multiplier of sorts (Heavily impeded visibility may repel some players), at that - score count may be of interest for some.

I'm not sure when the Rooms are set, but making currency as a multiplier for Shop Room spawn likelihood would be nice (For I had a game where I lost while having about 600 in second "Cycle"/"Loop").

Consider making "Floor" count a multiplier on the Tier of the "Final Cord" generation.

Hmm yes, taking those last two - In a sense I'm pointing towards "Director" that would influence RNG. May be as a setting in MainMenu rather than having Pure RNG runs, it would be more "casual" so, hmm..

(1 edit) (+1)

Oh and on some Bugs: I haven't replicated it but in Nature (i think) Floor/World I managed to clip into the wall in the shop Module/Room (i think, hey it was Quite few hours ago, vaguely remember). While so the inputs were reverted (Guessing its a corrective if someone actually manages to clip into a wall but yeah).

(+1)(-1)

Also I don't know if you will like this but i saw video where he just spawned in with a bunch of notes and was maxed on floor one before he even left the room, he hacked them in, idk i just feel the cheats the game

So what if he did? 

I may have watched the same vid, pretty sure it was modded or something like that

You mean OmegaMoney right? If so, then he has permissions i remember.

(+1)(-2)

Hello, I just went through an entire first level and I did not see a store once. Is this intentional or just a bug?

(+2)

just means you were un lucky because its not guaranteed that you will find the shop

Do you think you can make a mobile version.For movement could be a D-pad and for aiming could be a joy-stick

(+1)(-1)

I feel like it would be nice to have a button that you could press or hold to instantly unequip every note so you can change your "song" easily. It may not be used that often but it would be nice to have for on the fly re equipping.

(+1)

okay we will look into it, might make it the "u" button 

(+1)

and there's a change set button so the notes will be changed depending on the situation. Like for example, if you want to be purely swift and then sudden change into an attack mode.

(+1)

you could make music sets with the keybindings being 1 2 3 4 and 5

(1 edit) (+4)

Daily comment of a guy who likes this game: 
Oh heck yeah the turrets were fixed, no more lag! And you still see their pellets! Great job on that one!
Had a weird game today. I used to rarely get any items aside from weapons; In 3 floors i could get simply one dash item, or just heavy bullets, today i ended up having a weapon, gatling gun, blink, heavy bullets and a total of 9 notes by the end of floor 1, the loot pools are kinda weird! Still had an awesome experience just like when i started playing this game, it fulfills a pleasant hour of my time.

Just like the comment below, an option to change keys would be great; But i guess it'll just come with a more complete options menu. I'll stick with changing my keyboard to qwerty everytime for now, it doens't modifies the experience ;)

Still an awesome game, have a good day!

(+1)

I'm glad somebody noticed the turrets!  The frame drop from them was really irking me.

(+3)

please, can you add an option to change the keys ?

(+2)

This will be coming with the Steam Early Access launch.  Key bindings will definitely be there!

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