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(+2)

It's delightful and I like seeing the art and gameplay demos. One thing about the demo, though, is that the speed level cranks up way too quickly for me, such that if I'm playing okay, I get to speed level 5, and the pauses are too short to find other matches, and then I've gone from starting the game to game over within a couple of minutes. If that's what you were aiming for, then it works well, but if you wanted someone to be able to play the demo for a little longer before it all came crashing down, the speed increases might need some tweaking. 

(Or maybe I'm just not good at these kinds of games, but I'd really like to be able to play this game without having to deal with "git gud" as a design feature.)

I still plan on backing , though, because I want to see this game come into the world.

You're not alone. I tried to play the demo twice and lasted less than 5 minutes each time.  I was kinda looking forward to getting to chill and play for a while without having to be frantic about it but the demo really doesn't allow for that.

(+2)

hey! I already replied to the comment above but I'll copy paste for convenience: 

"Hi! Oh no we really dislike the "git gud" mentality and weren't aiming for that at all. The ramp up does get pretty dramatic, it's literally exponential. The answer is that it's a demo so we were trying to find a balance between not to slow but not too fast. I guess we didn't really hit that! 

We'll look into difficulty scaling and try to update it as soon as possible, please be patient with us!"

Basically we're gonna try to  figure something out and make it ramp up slower!

Try to use square

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Square would probably be a little too slow. Since we're giving out suggestions I'd say look for a superpolynomial/subexponential like x^(log(x)). You get the same function form, but it "takes longer" for the ramp up to become absurd. It's probably what they should be looking for in this scenario.

(+2)

Hi! Oh no we really dislike the "git gud" mentality and weren't aiming for that at all. The ramp up does get pretty dramatic, it's literally exponential. The answer is that it's a demo so we were trying to find a balance between not to slow but not too fast. I guess we didn't really hit that! 

We'll look into difficulty scaling and try to update it as soon as possible, please be patient with us!

(+1)

Also difficulty settings could play a role in this? Or just having an endless mode where the difficulty stays wherever you set it. Would be great for neuro-divergent accessibility 

Seconding this comment! Neuro-divergent myself and I'm probably going to kickstart the game anyway because ooh, fantasy from (instead of of) a culture I haven't seen a lot of and such pretty art! But my hand-eye coordination and reaction speed are... Well. I'd love to be able to play this and experience it as intended instead of just watching an LP.

we're working on difficulty settings for the demo, they should be ready to go and the demo updated in the next few days :D

Thank you for sharing your perspective! We definitely want the greatest number of people possible to be able to enjoy the game at their pace!

Appreciate getting back to us about this. Don't rush something that you aren't ready to put out, especially during the Kickstarter phase. It's going to be great to see how the game evolves over the next eighteen months.

no better time to test stuff out than the Kickstarter, right? The new demo should have 3 difficulty settings, if you wanna try those!

The new difficulty settings are definitely named right. I could enjoy the game at a relaxed pace on "Chill", "Un-chill" I got to about speed level 5 again and it all fell apart, and "Oh Jeez, Oh F*ck" was a whirlwind right from the start. (I saw what you did there, with additional spirit symbols with the higher difficulties, too.)

Looks like it'll be fun to watch people play the higher difficulty modes, I think. Even knowing I can swap spirits with empty spaces doesn't help the sides from filling up pretty quickly.