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(+3)

it's such a cute game! i love the dog and i love the use of the theme for this game. the artstyle is very cute and it fits the game super well, the music is good which is one of the most important things for this type of game. i had fun. i also wanna add that i think it's very good that you can get into a bit of a flow state in this game, i got into it on the second song and that's really good for a rhythm game!

onto criticisms, i wish there was Fullscreen. 

the songs are too short on some of these, song 2 and 3 were fire but i feel they could've been longer. 

it has quite a heavy learning curve, i feel like a tutorial that guides you through the beat, turn length and hold time system may be nice. i play rhythm games quite a bit though so i didn't struggle much with the learning curve, newer players may though.

is the best % beats? i assume so. i think that turn and hold isnt super clear and also isn't super incentivized. by that i mean i think it could be good if the % would be a combination of all 3 and there was a % for beats.

there's not really any pressure on the player to preform well, i think similar to osu maybe implementing a way for the player to die could be good. in this case it could be like a crowd maybe on the left side of the screen?

the bar on the left is also not very clear to me personally what it is, is it score? i assumed so but i just didn't feel it was clear.

overall i see potential in this game.

Thank you alot for playing! This comment is gold for me b/c of so much  useful feedback here.

To address your points:
* Tutorial: 100% agree: that seems to address the common thread among players so far. I honestly did not realize how hard I had made it, but like you said, once you get it, it really gets going. I think in the future adding a tutorial level will be the best remedy here.

*Fullscreen: My bad, I just realized I accidentally disabled full screen on the itch page. I just checked it on, so itll be available now.

* Bar on the left: That was a progress meter, kinda similar to guitar hero. It went along with score in the upper left and showed you visually how many notes you got. Probably need to improve that UI.

*Score: Yes, currently best % is beats. The hold time and turn length scores are "modifiers" to the beats % score if that makes any sense. I noticed during playtesting that beats by itself was too easy to cheat, b/c you could waggle away and get the majority of points that way. Those two modifier scores acted as a way to dissuade that (tho I agree I could have better enforced those rules in the game). The goal is to get the highest number of beats possible, while minimizing hold time (how long you hold your mouse down on the disc) and turn length (how often you turn the disc). Regarding aggregate score, that's a good idea, tho I'll have to sit down and figure out the math formula to doing that one correctly. All of this tho goes back to your other feedback point too, getting a good tutorial level.

* Pressure: Yep we'll need to add in some failure mechanics for sure. Atm it seems like it's mostly up to the player whether they go for 100% or not. If they do, the experience is difficult and fantastic, otherwise it's a little too lax. I need to study how other games do it.

*Songs too short: That feels like the best criticism ever. Song 3 was originally longer but I was kinda scared I made it too brutal at the time. Now it feels like I have permission to go in there and make it harder :D ... right after I get a good tutorial level working.