Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

I'm gonna state that I am a rhythm gamer so I'm going to be excessively picky.

1 of the core components of a rhythm game, the "gimmick", was done very well e.g. I liked how 1 is a double tap in any direction.  I’ve played a lot of rhythm games and this is the first time I’ve played something like this. If I had to describe this it would be some sort of crossover between Rhythm Doctor and Stepmania (but even then, it doesn’t even come close to the concept of this game). Massive kudos to creativity and design.

Charting and music are 2 of the 3 the core components of a rhythm game. The music is decent and good, not particularly outstanding, but given the time frame, it is understandable.

Charting was my biggest problem imo. The fact of a very simple rhythm 4/4 each beat made it very mundane.

I also  felt the scroll speed had some sort of rubato to it (is it a choice to prevent the mundanity of a simple rhythm)??? Like it kept on speeding up and slowing down. I don't know if this was on purpose, but in the end it didn't sync well with the music. There is also a lack of good audiovisual feedback (e.g. sfx when you make click/tap, early/late indicators, different sfx that play when you get a good vs perfect timing, lack of timing window): putting perfect on there is just the bare minimum.

Overall, a good solid attempt at a rhythm game.

(+1)

Thanks for the feedback! From our playtesting we found the perceived difficulty of each level varies greatly with each person, so we opted to chart for what we felt would be the most common experience level. We did plan on adding a much harder level specifically for people like you with more experience - but we ran out of time.

Also that rubato effect is a bug that got introduced when we exported for web, not sure what exactly is the cause but it might be because some of the godot features we used don't have good equivalents in html5. This effect also seems to vary between computers, likely because of how the browsers allocate compute resources. Try the .exe version and see if it has the same effect.

I appreciate detailed feedback like this though, and depending what my team thinks, we might make a new version of the game later on addressing this and other people's feedback. Keep an eye out for a post jam release!