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(+1)

I rather like the gameplay concept. Trying to toot the horns at the correct locations so they only get heard by the correct kids, trying to swap between the horns, and not enrage them? I like it. And I greatly appreciate your level design as well, using this concept in interesting ways to provide interesting challenges.

However, the implementation could use some polish.

Firstly, the controls - restricting the player to the four cardinal directions only (not allowing any diagonal movement) in a game where movement isn’t grid-based (such as this) leads to the game feeling rather uncomfortable to play. And, in a game such as this where one needs to be able to outmanoeuvre threats whom are not subject to the limit of ‘cardinal directions only’, this tends to make it much harder to enjoy the experience.

Secondly, it would be kinda cool if the sound effect ripples had the colour of the instrument that was used to make them (blue for the horn, red for the party horn), and the effective radius of the noise grew at the same rate as the ripple (instead of alerting/placating everything within the maximum radius instantly).

Finally, I’m not sure if giving the instruments collision (allowing them to get in the way) is entirely a good idea or not. This issue is somewhat compounded by the control problem (because there are more potential obstacles in weird places you may need to navigate around despite being horrible at navigation), but I guess there is an element of ‘not putting instruments in places where they’ll get in the way’ that might be present in some of the later levels, so idk. But it’s still mildly annoying, and it would be nice if it didn’t need to be dealt with.

Still, if it could just recieve that extra bit of polish, I’d say it would be a rather great game. The game is still impressive in its own right, but the feeling of ‘so close to greatness’ is just too hard to ignore.


Anywho, a couple of other release-related things I’d strongly suggest bearing in mind/doing something about.

  • Firstly, mark your windows build as a ‘windows build’ in your game page, because that way it’ll actually be possible to easily download the game via the itch.io desktop app.
  • Secondly, consider installing WebGL build support for your version of Unity, and build a WebGL build. That’ll allow your game to be playable via browser on your itch.io page, which I find tends to help encourage people to actually try playing one’s games.
  • Finally, you accidentally shipped the BurstDebugInformation_DoNotShip folder 🙃