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(+1)

I really love all the feedback and animations you’ve got going on here! The way the hit zone explodes when you press a button, the way the cured heads bounce around the bottom of the screen, the lasers.

I share the sentiment of previous commenters that by virtue of having a pulsing circle for a hitzone and music in your game, as a DDR junkie and rhythm game guy, I am let down that your game, isn’t in fact, a rhythm game.

I do have to criticize that the game gets progressively less fun the more mistakes you make, specifically in that with less heads to account for, there’s less lanes to watch out for. The moment I became the least engaged was when I had only one lane to concentrate on (which I was able to laser down without thinking until the ever-increasing head spawn rate put me under). Perhaps a lives system would be a better alternative?

All in all though, great job cranking this out as a solo-dev, couldn’t have been easy!

(+1)

Yoo thanks for adding to the feedback! :D

I'm also dissappointed that I couldn't get the actual rhythm side of the game working. Having never programmed rhythm-based spawning systems, I was looking at manually timing individual spawn sequences in time with the music I'd remixed... so, all in all, I cut lots of corners to end up with less stress, but ultimately a less fun game. And yeah, the loss of heads ended up being anti-fun - losing because the game decides to get too fast is kinda lame. With more playtesting and reworking time I'd certainly have adjusted that out.

Solo devving a game jam definitely has it's ups and downs, but I'm pleased with the end result. Always good to look for what can be done better next time though!

Thanks for playing! :D