Hey Vic! I don't make rhythm games often, and my friends and I just made this for a jam. But if we ever make another one I'll definitely give it a try.
Chriq
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I was also surprised to find that PowerPoint is a quite capable game engine, lol. The idea was that as you find clues they would populate on the chalkboard, but we didn't get that working in time. There were also a lot of bugs with the clues so overall I understand that it's a bit difficult to play. Turns out PowerPoint wasn't designed with making games in mind. Thanks for playing though!
Very cool game! The prompts are sometimes a bit hard to understand what they mean, but the puzzles are very creative. I get why you added the 3-in-a-row verification, but I do find it frustrating when I'm stuck and I don't know which one is wrong. I personally think the game would feel better if you knew after each puzzle if it was right.
Super fun, I could play this for a while! The only thing I would say was that I didn't totally understand what the cards did, so maybe a little more description on them would be good. But other than that, super satisfying and the music fit the vibe well. I would pay for a fleshed out version of this on Steam if you want to take it further.
Thank you so much! I think those are great suggestions. I have done web builds in the past, but there's always something wonky with them that's not in the windows version, and since the game requires precision we felt that making it downloadable would be the best experience. But you're right a web build would be a good addition. I appreciate the feedback!
I really like the concept, and the visuals looked great! The character was difficult to move around, largely because I felt that the camera was very slow and unresponsive. The ship seems very large and hard to navigate, especially before you know where things are, and I encountered a bug where the fuel and cryo stats wouldn't reset between replays, so I had to close and restart the game. Overall great job, and I hope come back to it in the future!
Very cute and fun platformer! The controls were very well implemented and the character felt good to move around. The phase-through mechanic was cool and has a lot of potential for hiding secrets and making puzzles. I think Z is a bit awkward to press, especially in trickier maneuvers like at the end, but overall, great job!
The vibes are impeccable. Really strong use of visuals and music to create that arcade aesthetic. It seems like the cursor click needs to be right on the falling shapes to count, which was a bit frustrating at times. I'm assuming you check if the point is inside the shape? I think It would feel better to play if the cursor only had to overlap the shape to count, or just some way that I don't have to be as precise. Also I think some sound effects when the shapes pop would bump up the satisfaction even more. Great game!
I really liked the aesthetic and the color change ability. The varied attack mechanics were fun and interesting, but the enemies were really slow to spawn in the beginning. There were several times that there were no enemies on screen for a long period of time. I think ramping up the spawn rate would give the game the excitement I think it can have! Also some indication of damage on attacks would give good feedback that you're actually making something happen.
Very well done! The visuals are really well polished, and the low-poly art style is fantastic! The puzzles were challenging, but fun, and the mechanics felt robust for creating interesting setups! I would love to see this expanded upon for a full release on Steam, mobile, or other platforms. Perhaps with some varying environments and backgrounds? The biggest issue I had was that I could glitch infinite tracks with right-click. But overall, great job!
Hey! Everything looks great. The UI was really well done and very thorough. My friend and I were excited to play, but we were expecting a bit more gameplay. This is a good start for what could be a bigger project! I think some enemies and some additional/longer platforming would be a good direction to take this in.
Thanks so much! Yeah I took a lot of inspiration from House and based the character animation on it. I just love the spaghetti arms lol. That's actually a really cool idea, I've been looking for a way to make enemy encounters more interesting and less frustrating. Might appear in a future version :)
Awesome art style! I really like the dark imagery throughout the world and the Don't Starve kind of style for the character. The music was subtle but set the tone really well.
For games with platforming, getting a good character controller is hard, but incredibly important. The character was pretty floaty and the hang time felt like he was flying lol. And the sticking to walls in the beginning before wall jump felt a bit weird.
Overall it was really solid, cool design, and I'd love to see a more fleshed out version of it!
This was really cool! I love the PS1 aesthetic, and the fact that you had voice acting makes the game really stand out. The jump scares were effective, and the atmosphere was tense.
My only critiques were that mouse sensitivity was a bit high for me, and shooting was a little clunky (though honestly fitting for the style). Also I couldn't figure out how to get through the wall with a hole in chapter 2. Is there a crouch button, or am I missing something?
Thanks for the feedback! I did put a lot into making the game, so I'm glad it comes across :) I do agree after all the comments about player movement that free-roam would probably be better. I originally made it grid-based to line up with the movement of the puzzle blocks, but now thinking about it they don't have to be the same.
I'm also reconsidering the whole hiding in closets mechanic. It seems to be the least intuitive part, and I feel like it takes a bit away from the puzzles which should be the main focus. But I appreciate the comment and I'll try to incorporate the suggestions in future versions!
Thanks for the feedback! My friend ran into that issue while playtesting, and the idea is you're supposed to run back into the room you came from to hide in the closet. I tried to communicate that better by mentioning the closet in the opening dialog, and only having closets in the puzzle rooms, but I guess it's still not clear. I guess the best solution would be to give players enough time to get to the next room and hide there, since that seems to be what most people have wanted to do. I just have to make sure the AI can handle that :)
Glad you liked the puzzles though! I wanted to make sure people didn't get stuck and give up before reaching the end (though I guess the puzzles weren't the only thing in the way of that, haha). So I figured the auto solve button would let people get through the game fast if they wanted for the jam.



