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(2 edits)

All right, I got a chance to try this for real this time.

Admittedly, I'm not into roguelikes, so I'm not the best person to judge. But I can say that the concept is really cool, and I like the whole lore/setting.

It probably takes some practice to get good at it, because there's a bit of a clash between playing safe/conservatively (because permadeath) and playing loose/having fun (because the rhythm game mechanics encourage you to play by feel). I don't think that's a bad thing, though, and furthermore it seems normal for the genre. If I were playing more seriously or for a longer session, I would probably take a step back and play more safe to start with - and then try and match the rhythm later on.

Btw, I wonder if it's worth adding some kind of EQ to boost the volume of the bass and snare. This is one of the few rhythm games where the audio cues seem more useful than the visual cues. That's really cool, and I think it's worth leaning into.

(+1)

Ah golly, thanks so much for going through the trouble of making a video! That really means a lot. It's definitely an alpha demo. I haven't had the chance to get beta testers in to balance the project for players who aren't as well versed in roguelikes, or for more casual players. I'm working on establishing more "safety" in the game, so you don't feel like you're constantly running away from danger during enemy battles. 


EQing to boost the bass and the snare is a great idea that I'll look into implementing. As for visual cues, I'm still kind of experimenting with them. Want to get something going that's a bit more useful.

Thanks again for playing and leaving feedback!