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(+1)

Cute looking game but I couldn't play it past the first few messages. Is it supposed to hit the bottom line or the "button" for it register? It seems inconsistent and all over the place. I would have liked to see a much clearer UI to indicate when the notes are hit, the little emoji icons are too small when you need to be looking at other parts of the screen and the "wrong" emojis look very similar to the "correct" ones (they are all yellow), so it's very hard to discern in one quick glance.

I also thought even in the first level it was too hard, the notes were coming in very fast and in a lot of different combinations, it was not a good introductory level.

I would also have like to see a key rebinding menu. I'm not a rhythm game enthusiast, but I think I could manage a bit better playing on one hand than having to coordinate both hands like in the default settings.

The idea of texting is cute, but after playing I find that it's basically impossible to read the background text and play the game at the same time, so most players will be missing most of the story of the game. It could have been like a cutscene reward after finishing a level for example.

Would love to see you guys fix the game up after the jam and I'll be happy to give it another try.

(+1)

Thank you for taking the time to leave such detailed feedback!

The notes are currently supposed to register when they reach the line, but in hindsight, having them register over the buttons themselves would have been much clearer. That's definitely something we'll look into improving.

We know the two-handed control scheme can take some getting used to. Our intention was to make the player feel like they were actually texting, but a key rebinding option is a great suggestion and would let players choose a setup that's more comfortable for them.

You're also absolutely right about the rhythm gameplay. We weren't fully satisfied with it either, but unfortunately we ran out of time during the jam and had to leave it in a less polished state than we would have liked. Better visual feedback for hits and misses, with more distinct indicators, is something we agree would greatly improve the experience.

Regarding the story, we realized that reading the messages while focusing on the gameplay can be difficult. To help with that, we included the ability to scroll through the conversation after each level so players can still enjoy the story at their own pace. We also added an "unlosable" mode so players can experience the full game even though the current difficulty balance isn't quite where we want it to be.

Thanks again for giving the game a try and for sharing your thoughts. We'd love for you to give it another shot once we've had a chance to improve it after the jam!