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(+4)

I'm enjoying this, but I keep getting thrown off by how close she stands to the line. Like a Perfect is when the enemy is slightly overlapping her, and then when she attacks she takes a step forward and moves past the enemy. Any time I find myself going on visuals because the beat isn't clear in the music or I haven't played a song before, I find myself consistently hitting the beats too early. I wish it was like Muse Dash, where the character is a step or so behind the line and then steps forward to hit the enemy when they attack.

Also, I'm really not a fan of the blue enemies. Sometimes they're a quick double tap and sometimes the second hit isn't until a full note or two later and there's not really any visual feedback on which it's gonna be except for the red circle after you hit them. I basically fail them every time until I've already played a song and know how they're going to react.

That said, the game is super polished and looks great. I just hope you guys iron a few things out before the full release.

I just thought that was a "me" problem. But I did have to adjust to hitting things when they were basically on me instead of when it looked like the character would be in the right place to hit it. I was always too early.

(2 edits)

I came here to say the exact same things. Two issues, with easy fixes:

(1) Any other game I would expect her "perfect" hitbox to be forward of where it is and the actual perfect line to be taking damage because I'm overlapping an enemy. As a concrete example of the result, my gameplay gets worse when I'm looking past the middle of the screen on one-sided attack sections. This is after tuning multiple times using the delay tester with my eyes closed. Moving her back from the line or moving the line away from her (to gain appropriate separation between her and the "perfect" hitbox) would fix it.

(2) Also, yeah, all of the multi-hit enemies are lacking in sufficient cues. The fact that they're already at the line makes it seem like you should insta-attack them because they're already at the "perfect" distance; this could be solved by having them knocked back to the distance of the next beat you're expected to attack them on.