Thanks for checking it out and the kind words! :D
Yeah, rhythm games can be pretty tricky. Despite making it even we struggle with certain levels XD
I hope your niece enjoys it! :)
Thanks again!
Very cute game! :)
I liked the art style a lot, and the music complemented it nicely. It was very relaxing to play, and I enjoyed the puzzle solving aspect of it. The characters were all memorable and had cute designs :D
The way in which you pick up tokens from objects in the world wasn't immediately obvious to me, but once I'd worked it out I had no issues :)
Great job!
Very fun game! :)
I really liked the art style. The use of voice acting and cinematics was cool, too :D As far as gameplay is concerned, I enjoyed solving all of the puzzles, and thought the shooting and platforming both felt really good! I liked the story and the surrealism that the levels take on as you get further and further into it :)
Great job!
Really fun game! Reminded me of the insurance fraud minigame from Saints Row :)
The art style and music were both really nice, and the air control felt great! I also like that you can finish your last combo even if the timer expires during it, so there's no cap on the amount of money you can earn XD
A leader board for ranking players by the amount of money earned would maybe be cool (even if it's just a local leader board so you can track your own earnings), but otherwise I can't really think of much that I'd change :)
Great job!
I'm a big fan of platformers and this one was great! :D
The controls felt very tight with no floatiness, and the addition of the dash allowed for a good amount of depth. I think there's a coyote timer in there as well (?) which made timing jumps a lot more satisfying since there was a bit of leeway :)
Great job!
Thanks for the kind words, and the very thorough feedback! :D
I'm very glad to hear that we managed to pull off a rhythm game, it's the first time we've done one so there were a few things that were new to us :) Yeah, we felt adding a story was important to help tie all of the scenes together. Without it I think it feels like you're just randomly jumping from one place to the next, which is fine but I think having a narrative helps to drive it a bit more. I think the 'hub' functions in a similar way in that it puts level select and the likes in the game itself instead of just a menu.
Regarding difficulty we always like to try and keep things more on the forgiving side e.g. having pretty wide time windows to hit notes, while still offering a challenge should the player want it e.g. having variable difficulty levels. As you've alluded to, these ideas are also present in the lack of level failures. There are medals that the player can grind for if they wish, but they're never punished if they have a lot of trouble with a particular level (there's even the option to skip it from the pause menu should they want to). The scoring mechanism is also built with these ideas in mind. The player is rewarded with high scores for building combos (which prevents players spamming all the notes and achieving very high scores) but they never lose points for missing, the combo just breaks (so they can still spam if they want to, there's just a slight penalty). Not displaying the missing notes may have been a happy accident though, I can't remember whether that part was intentional haha! XD
Thanks again for the feedback, there's a lot of ideas in there that we'll be able to think about and use in future games! :D
Really glad you enjoyed it :)
Really good game! :)
All of the minigames were both funny and well done, and the achievements were a really nice touch too. A coyote timer would have been nice for the levels that were heavier on platforming, but that's super minor.
I'm very happy to see that fishing keeps it title as the best way to farm gold in all games, haha :D
Great job!
Great game, felt very polished! :D The gameplay was fun, and the art and sound were really good. There were a few small things that I had issues with, but nothing major :)
It would have been nice if there was an ability to toggle view cones on/off enemies to help make it clearer where the player can and can't go, and the controls also felt a little finnicky sometimes when trying to line up shots too. I liked the star rating system, although it would have been nice if there was an indicator as to how many shots are required for each rating so you can plan the level out.
Nice job!
Thanks for playing and the kind words! :D
Yeah, we've had similar feedback regarding difficulty and arrow positions :) For the difficulty we're thinking of maybe introducing a practice mode that'll allow the player to adjust the playback of the track, this way they can get used to the note chart for each level (we've got another couple of ideas too, but they still need to be fully thought out). For the arrow positions I think we're going to look into allowing the player to customise the positions so everyone can organise them as they like :)
Thanks again!
Thanks! Glad to hear you enjoyed it :)
Yeah, we've had some other feedback regarding the difficulty. I think post-jam we might look into seeing if we can add a training mode of some description, that'll allow players to practice the difficulties at customisable speeds e.g., you could play on normal difficulty, but half the speed of playback to help get a feel for how the note chart plays out.
Thanks again!
Glad to hear you enjoyed it! :)
Oh, that level has a few things going on :D If you were wanting to continue on, you can skip levels from the pause menu (P in browser). We also have a walkthrough available here: https://octobass.itch.io/dont-bug-me/devlog/323952/walkthrough-dont-bug-me
Thanks for playing! :)
Glad to hear you liked the style of the game (and that it ran smoothly)! :D
We're going to look at expanding upon this game a little once the jam completes and part of that will involve the introduction of a tooltip/highlight to make it easier to identify clickable objects/keys to the puzzles. The yellow object is meant to be a coat hook, haha.
Thanks for playing!
This was great! :D Just got round to finishing a second playthrough now (the first being pre-voting) and this is one of my favourite entries when it comes to audio and visuals. Taken in conjunction with the gameplay makes this a nice and relaxing experience. Would have been happy for it to have kept going :) Great work!
Took me a few attempts but managed to beat it in the end! :D
I quite liked the different mechanics that were at play depending upon whether you were acting as a priest or a demon (I also found the digging pretty satisfying). My only complaint would be maybe to have the priest be able to heal quicker, I found I had a 5-10 second period of waiting after each battle. It wasn't a big deal though, minor issue overall :)
Nice work!
Neat way of blending programming and gameplay, thought it was really fun! :D
The only issue I had was that I found it a bit fiddly at times to realign the values so that they would sit in the predefined places e.g. if the orientation of 'Left' wasn't roughly correct I had to mess around a bit to get it to stay in place. This was super minor though, and didn't take away from the experience :)
Great work! :)
P.S. Apologies if I've just spammed you with notifications btw, somehow just ended up posting my comment three times ^^;
I really enjoyed playing this game. I found it particularly satisfying to try and catch the boxes such that they'd rebound from the car off the sides (I liked trying to use the explosion power to my advantage too) :D Only suggestion I can think of is maybe to have some kind of score tracking so you can go for high scores :)
Great work!