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After playing this game for a good 15-20 minutes, I must say that it's not the best. It's a good concept but the execution of that concept is dreadful.


1. IF you're going to make a game like this, you need to have the buttons you have to press be more clear, for example the up button actually being an up arrow instead of the letter U. Further more on that is the fact that you can't really see the letters unless you're leaned into the screen due to how they are all shaped, it's easy to get them confused when you're not looking at the colours themselves, D and R look exactly the same if you aren't completely leaned into your screen. 


2. Sight reading this game is incredibly difficult to do. The notes move very fast and there's some form of an input delay as well so you only really get a second to react to what's coming, if the button sequence is cursed then you're screwed, especially if some buttons overlap.


3. The entire right side of the target is completely useless. After failing a cue, they should either disappear or the target should be moved further to the right. 


4. The game would be a lot better if you could customize the button layout, say for example the arrow keys are uncomfortable to use in this way so you'd prefer using WASD or any other keys other than the arrow keys.


That's all. If some of these things were to be improved on, this game could be a good idea/concept but for now it's simply not fun to play. 


The artwork is great though.

Hey, thanks for the feedback. I feel you on all the issues you pointed out. Most of them were something that I had already taken a note of while writing the code, but I decided not to try sorting them out just yet. I've no spare time to put into the project for now and I needed to get the project out for the jam, with warts and all.

Arrows for the symbols were something I was originally going to change before uploading. I knew the symbols as they are now aren't the most readable kind. But, as you develop stuff like this, you get used to the things on screen and become blind to the faults.

The overlapping symbols was an unintended, can't call it a bug, but maybe a coding behavior. I left it in for the most part to make the middle game more difficult due to the lack of symbol variation. What the game expects from you then is to let some of the symbols pass. Essentially if you cherry pick the symbols you can manage to hit in time, you should be alright unless the RNG royally pisses on you. It's not very well explained, but when the symbols hit the right side of the screen, you don't take a hit unless your "score" is too low. I thought about showing the score at first, but then decided to keep it hidden. Roughly speaking you can let as many notes pass as you manage to hit properly. It's a bit of a shitty mechanic, but hey! I was short on time. :D

The right side of the screen is mostly unused, yes. The original idea was to have symbols sometimes come from the right side as well, but the code is such a mess that getting it work reliably for the jam would have taken too much time to fix.

The button layout I think is customisable to a degree before the project is packed. The game is made on Pico-8, a fantasy console, and is very limited in what you can set it up to do input wise. The default keys are z,X and Arrow Keys and I'm not sure if there's any way of changing them from what they are hard-coded to once the game is out.

Most of the faults are from rushed development time. I only had a few days to learn how to code and make a game. The main goal for me was mostly just getting it done, or just getting the game working without breaking. I've never coded a game before so this is all very new to me in many ways.

But all critique is welcome. I might poke around in the game code and fix most if not all of the issues you brought up once I've more time in my hands. The story and dialogue kind of also end abrubtly due to not having enough time, so maybe that'll change too.