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Wish there was a mechanic that gave bonuses for more intentional placements of the fire beats. I ended up just spreading the beats as evenly as possible and letting the chaos solve itself. I really just focused on dodging but not aiming once I had all weapons full.

we did consider that during development, our solution was to give you either too many or too few beats to divide cleanly among the four measures, so you'd be encouraged to add some variation. but in the end we figured that if you spread the beats perfectly evenly regardless, then the punishment would be that your beat just wouldn't sound very good lol

as for the weapon placements, I kind of like how it turned out- it gave the game distinct phases and kept it from being too demanding in the later stages! but the in-run progression is definitely one of the main things we're thinking about for future updates, we had a lot of ideas that would make weapon positioning a bit more important (weapons with trade-offs, movement abilities, position-based pitch, a second beat track...) but we just ran out of time for the jam version. this was already a bit much for us in 4 days, but I'm really happy with how it turned out! very excited to expand it once the rating period is done