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wow, incredible amount of detail and love at display! it's really cool to have it take place inside of a graphics program and than even have that story of a 2D character wanting to come alive... you made some great choices.

the only problem I have: I suck at it - like really, really hard. maybe it's because I play with controllors for the most part, but I just can't get my mouse to move fast enough to get past the second level.
here are some things I came up with to not feel like a total looser:
- the little blue target circle that follows the mouse is quite slow. is that really how it's meant to be?
- the actual hit box of the character is hard to understand - is it the smallest blue circle? is it a field between the blue circles? kinda hard to read.
- it makes sense to build up the choice of tools, but I feel like by using the paint brush only in the first levels, I only react to whats coming, without any strategy or descision making involved...

but again, that might all be excuses for being so bad at it. take it with a grain of salt ;-)

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postscriptum:
I just gave it a try playing the game with an acutal drawing tablet and BOY-OH-BOY is that the way it is meant to be played, WOW!
It's not functioning a 100% because you always "paint" even if your don't touch the screen with your pen, and the lines kinda don't work at all for me, but the general feeling of painting was so, so much more enjoyable for me.

did you set out to make the worlds first drawing tablet controlled rythm game? because you absolutely should!

btw: I'm using a Huion kamvas 13 if that is any help to know

I joked with the artist that she could probably play it on her tablet! But it was definitely planned as a mouse and keyboard game. Though I realized pretty early on it might work well on mobile too (though it might be tricky if your hand is obscuring part of the screen?).

The cursor speed is something I revisited and tuned multiple times. It serves a few purposes:
- Give a constant speed regardless of the player's mouse DPI
- Limit the players ability to just blindly swipe around
- Prevent collider misreads. Even with continuous tracking there's a limit to how fast it can detect things.
- It's a bit like a stroke stabilizer / lazy mouse tool and keeps everything feeling nice and smooth.

I plan on uploading a longer gameplay clip at some point. I'd be interested to know if the cursor speed you see is different from what you experienced!

Her hitbox is the innermost blue circle, I probably should've made the pulses fade faster or start less opaque so it was clearer they're just an effect.

It's definitely more reactive at first. I really wanted to come back and polish those early levels more so they had clearer patterns that would build on themselves like in a Rhythm game, but I just ran out of time. I actually wanted to time the spawn patterns closely to the music's beat as well but again, time :(

Games like osu! and Muse Dash were definitely in mind when thinking about the mechanics, building spawn patterns, etc!

Thanks so much for trying it out and giving feedback! I love discussing this kind of stuff.