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(+1)

This is a really really cool concept for a game and I see you put a lot of thought and work into it, but I sadly just can't play it, the visual clarity is kinda lacking, especially in higher difficulties. I tried hard to read the notes that were coming, but I just couldn't. Just the overwhelming amount of notes on the screen by itself was very disorientating, even if the notes that were in the different direction were grayed out a bit. I think maybe the notes that were at the bottom and top rows don't need the arrows, I think that that just makes it a bit more confusing. Also the controls felt natural to me, because that's how it's done in most 6k mania games, I didn't think it was confusing like others said :P 

But, still, even with the screen clutter, it was a very enjoyable experience, and I love the idea, good job! :)

(2 edits)

Agreed - the readability situation for notes that don’t need to be hit yet needs to be improved, especially for notes that sit on the very top/bottom of the field. Options I’ve considered but didn’t get to implement were greyscaling irrelevant notes and adjustable options for the game’s equivalent to Approach Rate (currently you get 2 ā€œscansā€ of lookahead, with less visibility for notes in the 2nd ā€œscanā€).

Thanks for the feedback!