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BruceZoom

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A member registered Jan 03, 2024 · View creator page →

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Soooooooo juicy!!! The VFX are really polished.

The game would benefit from some late-game or end-game challenges.

BTW, I also really like this music. I also used it in my last jam game! (https://brucezoom.itch.io/connect)
It has several variations, so you could make the music progress as the game goes.

You are not alone. Even though we made the game, I also got scared by that during one of my plays lol
Really didn't get the time to find some proper music. But there is some ambient sound during the night shift.

感谢游玩!其实只有第一天没告知楼层(一点小小的恶意),后面楼层变高的时候白天都会有对话通知,变高后就不会变矮了

Sorry about the scary experience, but hope you enjoyed it lol.
I also scared myself during playtesting, so I haven't dared to play it again after the release...

Even though I didn't figure out how the numbers are decreasing during the explosions, this is a really addictive game! I really love designs like this, such that simple mechanics lead to fun games.

Very interesting game mechanics and cool art! Good job! The bullet system has so much depth and potential in it. Really looking forward to seeing this idea being developed further.
Though the web build seems to have many bugs and an in-game tutorial would be very helpful, it's totally already a great work for a game jam.

Very cool concept! This is so far the best "time-as-HP" idea and implementation I have seen so far in this game jam.
One thing I found counterintuitive was that, when using the keyboard and mouse, aiming is still based on the character's direction. The game uses the weapon's direction to indicate that, but it is still difficult to tell. I think it won't hurt to use the mouse cursor for aiming.
The bow felt useless because many enemies won't follow the player in one line. They always offset a bit so that the horizontal arrows never hit them when the player is not moving.

Very nice game and lovely art! The recipe system is really clever! What an efficient way of conveying information.
However, there seem to be many bugs with the game, which is absolutely understandable given the short time during the jam.
1. Some items can be expanded into another level of recipes. But that item is actually an ingredient. It confused me a bit.
2. Quitting the game without closing the app actually does not quit the game. Starting a new game resumes the previous quit run with the clock reset.
3. The pot got stuck during one of my plays and cannot be interacted with anymore.
Another improvement that would be really helpful is to display what's in the cooking equipment. I constantly forgot what I put into the pot.

A nicely polished game and very CUTE art! Good job!
But I noticed several places where interaction could be smoother:
1. The recipe menu can't be closed with ESC.
2. You have to face the cooking equipment to interact with it, which feels very unnatural since the character can only face left or right. Moreover, the character is often moving in parallel with the tables, so almost all the time, when the character stops at a table, some extra input is required to interact with equipment on the table. This could be further simplified.

What? We didn't realize it at all! Gonna fix it post-jam, and hope this won't ruin other players' experience :(

The game is really juicy. But I felt frustrated when the pace of the countdown was constantly lying to me :(

Thanks for playing the game! When a passenger is sent to the wrong floor and killed, there are some red light flashes whose purpose is to give players some hints about which floor they are on.

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Thanks for the feedback!

Yeah.. we should have provided more feedbacks to players about various events going on in the game. Sadly, we didn't have the time for that.

For your question, a sample greys out when it's condition is not satisfied so it will not be played. New samples placed onto the track will be disabled for the current loop if it is already playing. Since we didn't provide enough information, we simplified the game in a way where arbitrary decision won't result in bad things and the music usually remains good.

It's a really fun and difficult game. I really enjoyed needling through all these objects!

The tutorial in the website is kind of missleading. I thought the goal is to go around these objects insteading of needling until I read comments here. Maybe you can target the holes for the player in the first level, so they immediately see what to do after lunching the rocket.

Thanks for liking the game! And stay tuned for the post-jam challenge mode!

Thanks for liking our game!

We wanted the game to be relaxing so didn't add much control to the player. (The true reason is we didn't have time to think more carefully about it lol)

Definitely will add the HP indicator in the future!

Always a big fan of programming game. Really like the idea of combining beats with commands!

I'm not sure "flipping on two consequetive beats" is mentioned any where in the game. The hint also does not lead to this conclusion (at least for me). Maybe it could be more explicit.

A small bug: the second level with the drum track seems have the target customer number missing.

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Thanks for liking our game! By the time we made the game, we just wanted players to explore the infinite combinations of the music samples and enjoy the first few minutes of the game. So, there is really no end of the game for now.

But now, we have the idea of adding a challenge mode. The curret game mode will be the free mode, where the player needs to level up and collect different samples in different universe. When they are satisfied with their music, enter the challenge mode to survive waves with much steeper difficulty until they die or destroy the enemy flagship.

Simple but effective design! I really enjoy watching planets orbiting around things.

I really wish there is a trajectory line when launching so that the game might be easier and I don't need to skip those levels to see those interesting mechanisms you have in later levels.

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Thanks for liking the game! The music sample unlocking is a random process. Every sample could be unlocked randomly at the beginning, and when you unlock a new track, the chance of bars of that color being dropped will greatly increase.

But the blue one is really weird. There are several runs where I didn't get the blue until some very late point. Maybe I had a bug in it haha

Ahh, I thought that number represents how much they will give me. Didn't notice that number is changing.

这个游戏机制太棒了!特别是传送方块,太有想象力了!

Really like the idea! But why would I provide service to an alien while they only give me 2 ◊ lol

One advice would be adding the speed up button. I only want those alien to wait not  myself.

Really interesting mechanism! I really like the art as well.

But I have encountered a bug. When dashing near the edge of one screen, I was trapped in some void as shown in the screenshot and the game no longer respond to my inputs.

I think I have encountered some bug. In the first level, when I press S, it turns into vapor but is not moving. It also stopped responding to my other inputs.

The control feels smooth and fun. But not chanllenging enough! Looking forward to new levels.

Thanks for liking our game!

I'm not sure about Mark's criteria of selecting games. But the goal is to first get enough ratings :)

An interesting game idea. I really love the concept of sharing the control between enemies and the player.

Some advice on the launching pad: allow the player to cancel the launching procedure, and either remove the gravity or display the whole trajectory. It honesly suprised me there is gravity as the background looks like in space.

Really like the concept! And really want to play more levels.

The game is fun and my finger is breaking down.

Difficult but interesting!

Maybe having some visual aids of the grid and collision would be helpful. I ran into obstacles a lot of times while I thought I wouldn't.

Difficult but interesting!

Maybe having some visual aids of the grid and collision would be helpful. I ran into obstacles a lot of times while I thought I wouldn't.

The idea and the mechanic is very creative.

The dash control is a bit off and could be further improved.

Thanks for liking the game! The laser is also my favorite one :)

The game has no ending and neither will you die. We want players to explore various combinations of the music and when you find the one you like, you can just put it as the background music and go afk.

The energy level is a condition that many music samples depend on. Some only play when the energy level is above/below certain value.

As for chanllenge, maybe it is a good idea to have a special mode where players bring the music designed in the free mode to a test. The music cannot be further modified and the player needs to survive as much wave as possible.

Very interesting concept.

The attraction area of the planet seems a bit larger than the visual. It feels like those planets want to kill me.

It is so fun to play! I encountered a bug where after I entered the shop carrying an item, when I leave the shop, I got teleported to a hole several tiles before me.

Really interesting game. Though I don't know which one is mechanism and which one is bug, it is really fun to play.

Too be honest, we really don't think we have figured out the correct classification of each samples onto the four tracks. The workflow is more like listen to the sample, find a good way to visually express the sample, find the functionality that matches these visuals, then spread them onto different tracks to allow interactions among different samples, both functionally and auditory.

I spent a whole gamejam on this kind of music system in Unity a while ago. It was a lot of effort, but helped me a lot this time. The music system is almost plug-and-play this time.

The energy is really a mechanism hard to balance. It is actually not designed for limiting the player, many effects requires low energy level to activate. Energy adds a variable to the music loop so that an 8 bar loop can automatically have different variations in different loops without player's modification.