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(1 edit)

I've playied it a bit like 2 hours ago, then i left to go do some commission and forgot to rate. My bad :/

The concept is really cool... In teory. In actual praticse, when you have also to dodge the red squares, trying to keep the beat while figuring out if you have to swap direction or side is really hard to do. Yes you could do that without trying to keep the beat, but that dosen't really give you advantages and just extends the game lenght :P

The music is really cool tho, and the game was fun, just too hard for my liking

(+1)

Thanks for the feedback! I was aiming for a "easy to learn, hard to master" kind of difficulty. 

I tried a version without the obstacles, but then it was way too easy as there was no way to lose the combo, and missing the beat isn't penalized. 

I was thinking of adding a difficulty setting that would slow down the player speed and reduce the volume of obstacles, but didn't get the time to do it properly. 

Well, for my understanding, "losing a combo" isn't really the problem, just make that missing the beat interrupts the combo, like any other rhythm game. The thing is that whitout obstacleas you don't really have a reason to switch side/direction. Then you're only left with the difficulty problem, that i think it can be solved by adding one or more super slow chill track

Modular difficulty also sounds cool!! Too bad that you didn't had time to implement it :/