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This was a really cool idea, but in my opinion the screen shake makes it really hard to see what is going on and was making me feel motion sickness. I think the idea of the bots moving on the beat is cool, and perhaps having the units do like a little shake animation on the beat would be fine, but for the entire screen to judder the entire time is just imo too stressful. I also like the idea of chaining together your robots, but it was frustrating to order miner and fighter bots out only to have them all gather back around the pylon if I move it, wasting tons of valuable time. It's a really cool and original idea to have an RTS based on rhythm, so I hope you continue working on this post-jam!

By the way, we played your game on our stream last night! 

(+1)

Thank you so much for your feedback, it was awesome to watch you both play our game!
You were absolutely right about the tutorial/safe starting area. With more complex game mechanics like this, it is quite hard for a new player to figure out what is going on and what to do - especially in a stressful scenario.

In particular we noticed that you had trouble figuring out that you had to link units while spawning them, which is more that understandable to miss. That was probably the biggest piece of feedback we have gotten across the board.


A couple of alternate post jam versions are in the works - focused on different aspects of the design (follow bot_Mark for a polished remake of the core systems). Top of our priority list is a proper introduction/tutorial.

Thank you again for providing such in depth feedback - and persisting past the introductory learning curve that you rightfully called "obtuse".