I've got that bug so many times, and I could not figure out a way to fix that. I'm sorry about that experience, but I'm still glad you found the game enjoyable!
Daq_Vid
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That's amazing to hear! I was considering the decimal analogies, but I was just not sure how I could format it.
I also am aware of that repeated bug, which I thought would be fixed, but I guess I didn't execute it correctly... And sorry about not being able to purchase a drink.
Thank you for your suggestions and detailed opinion! Much love to you, binary lover.
Chaos, chaos, catch me if you can...
That's about what was going in my head while playing this game. I really don't have that many comments, other than a lack of music. The gameplay loop already felt super smooth, the mechanics were simple yet entertaining, and I felt as if I should only put in more time.
I suppose the one comment I had is the expensive upgrades. Though normally you collect a max of around 20-30, I struggled for the late game, having to grind up to 100. But as some people point out, they like this grind, and I've grown into the grind as well.
10/10. Hoping for further development!
I immediately started by playing it like Rhythm Doctor-Mode. Realized that didn't work. Switched to Muse Dash-Mode and felt much better. But in reality, I was indeed playing both.
Two complaints. The first complaint is... I wish the levels were longer + more variety. The whole idea and concept overall were AMAZING. I could probably see myself playing this at an arcade for a long time and not even get bored of it. I think more variety of levels, obstacles, or even different notes would have amplified my experience. Jumping over sawblades and hitting the battery was quite the simple start, and I could only imagine how much longer I could have had fun with more variety.
And my other complaint is how somewhat "off-beat" some notes were. There were many cases where I'd get an "Awesome" and not see as many "Perfects." For someone who grinded rhythm games, I feel as if the timeframe before the awesome and perfect ratings were really off. Especially considering how the music itself didn't seem to match with the battery positions and whatnot.
No bugs either. It seems like you did a lot of polishing, which is always nice to see. And the idea you were going with this overall seems like a great way to continue onward with development.
Overall, a STRONG 8/10. I hope you continue developing, and I hope your game soars!
That was... quite a difficult time.
The gameplay was verrrrry confusing for me. I could not understand the pushing/shock aspect of the game, and it took multiple minutes for me to understand it was all chain-reactions, and doing my best to slay through each row. But by the time I realized what I had to do, I'd already have beaten the game. I'm not sure if it was the game that was too easy, or it was too difficult, in accordance to the rest of the people's feedback as well.
Though, other than the lack of directions to play, I think it was quite a nice play after a few more minutes. The direction looks great, and overall is very satisfying when everything is lined up.
Overall, 7/10. Great game, and I can't wait to play some more!
Quite an interesting game, but I do have a few comments about it.
Firstly, Hole Lee. I was on ice the entire time. Not only that, I could ZOOM through levels if I just hugged a wall for a good 5 seconds, completing a few levels super quickly. That did lead to a lot of unresponsiveness, and I was a bit disappointed from that. Couldn't feel like I could blame myself or the game, but it just didn't feel right to me.
And then the level design. I'm not sure if the light being jittery was intended, but that definitely helped me a lot with some of the rooms, and I didn't see much issues. Was it weirdly disconfigured? Yes. Did I like it? Also yes. But that fitting with the level design I played up against, it was... not my cup of tea.
The levels with the eyes that suddenly spawned in front of you were the ones I did not like the most. I believe it's a good way to learn that this isn't a good way to add a bit of challenge, because no player wants to "guess and check" if this works or not: I'd think its better that each path have their own ways, or even be tied into a maze, which is one of your levels. That one is a good example of what I think is a good way to incorporate the strategy and puzzle into your game.
The art is great, and the eye's AI is quite forgiving too. So, overall, I'll provide it at 5/10. I like the direction, and I hope there is more polishing. Good luck to your next game making journey!
Ooh... boy. There's a lot to note about this one.
As everyone may have added, this could have used more time for polish. Seemed to be an embedding error at the first part, I didn't even realize I was moving until I saw projectiles coming after me, and there's not much challenge.
While that goal of 1000 stardust is nice and all, I was expecting faster missiles, more obstacles than the cars, or even a way to de-buff the player. But this was quite underwhelming, leaving no challenge for the player. Yes, there are multiple obstacles, technically. But I was expecting more of a way to punish the player, rather than making the player way too fast to be able to out run it entirely.
There are also quite a lot of bugs, such as the game not ending properly, or having the enemies just drift off into space without de-spawning, or not being able to see my health bar.
Unfortunately, I'm going to rate this pretty low, a 1.5/10. The idea you have is great, and I see where you're going with it, but I think there can be more done. Please don't be discouraged by this comment! While I might be a random stranger who makes games, I actively encourage you to keep making more games to keep understanding the "game schematics" and whatnot.
Good job!
That was a lot to read. But damn, that felt quite dark.
Overall though, the game was quite a powerful representation of what I'd assume as a "shocking" tale. I was hoping for a bit of diagonal movement, but a little disappointed over that. However, everything else felt interesting. The combat, UI, and text were all amazing.
My only critique is the SFX and Music. When I first booted the game, wow it was LOUD. Absolutely blasted my ears, and I had to turn that down pretty low. For music, I wished it was longer, because it was quite repetitive. The SFX also seemed to linger quite long, especially for when I was obtaining the rake for the first time.
Though, other than the slight ear damage, the music and SFX all fit to what I'd assume would be a Pokemon-Earthbound type of game.
Overall, 7/10. Great game, great potential, can't wait to see where this game goes!
Ooooh boy. Super hamster was indeed achieved. But that was a tough battle.
The first section felt... very unforgiving. Yes, there are unlimited revives, and it doesn't seem like there's a consequence to dying either. Though, the jump pads, the way the spikes moved, and the jump height the hamster gained seem very minimal. I'm not sure if I was meant to hold it or whatnot, but it felt very unforgiving to me.
The second section was an interesting choice. Felt like that Deltarune sliding portion, but the only thing I was bugged about was the hitboxes and the way the spikes moved. They were just as unforgivable, if not even more, and it felt more difficult. The hitboxes also seemed to encompass the entire hamster, rather than just its feet, which is what I'd assume would be a more fair change. I'm really unsure if it's just me that's being bad or if it's the mechanics punishing me unfairly.
Regardless, the music was pretty good, though I wished it was tweaked a little; the atmosphere was adorable, and the hamster has become the strongest warrior.
Overall, I'll give this a 3/10. But for a first game (from the looks of it), this is wildly impressive. Keep up the work on your team, and I hope you both make great games with more practice and hard work!
This is one of those games where I noticed the direction, but I think it could have absolutely done a lot more.
The game overall was quite frustrating. There are indicators, such as the metal poles or the kites. Those are great additions to show for the danger. However, the timing even then was extremely hard to predict, and I had to end up mashing to even get a single thunderbolt to land. The bushes also caught me off guard, and so did when the player gets randomly struck by lightning as well.
Though, the atmosphere is nice, and the gameplay direction is creative. I was hoping for more of a "fair" game, but this sadly does not bring mercy to the player with the repeated strikes. Thunder strikes are unpredictable? Maybe they won't ever strike twice in the same spot. Those were what I'd assume would be what I faced up against.
Overall rating, I'll put this at a 4/10. But please don't be discouraged! Even as a stranger, I know you can make even better games with more time and experience. Keep making new things, and you'll see the improvements along the way.
Good job for submitting the game!
Ahhh, rhythm games. I love these.
The game's execution was pretty interesting. I did get thrown off a lot by the fact that the left side only had 2 buttons, and the right had 3. Though, I guess I just didn't read the directions well enough.
Though, I think this game could have used a bit more polish. Sometimes, buttons didn't register, notes I thought would be perfect would be weak, and I don't think that metal guitars would make that nice of a "guitar" noise from Animal Crossing. Just a nit-picky thing; don't take it too seriously :D
Overall, this game's direction was in the right spot. The arcade sense was absolutely there, but I think it overall could have used a few more levels or maybe even a new mechanic with bonus points. No offense at all; your game is great. With more polish and content, it would be even better, though!
I'll provide it a 6/10. It's a game with potential, and I hope to see more of your games!
Wow... Phenomenal.
For a Zelda-Like game, this felt very comfortable to play about. The zombies weren't as annoying as I thought, though killing them proved its own difficulty. The atmosphere felt amazing; shaders were well done, though I have one complaint, and that's a little lack of control.
I had a few issues where I'd assume zombies wouldn't attack me within a close range unless that was intended. The controls could be a little bit more descriptive, especially for a feeble-brained individual like mine :D Though, other than those thoughts, this game is great. Probably one of the first 2D/3D games I've played, and I see great potential in it as well.
A solid 9/10. Keep up the work, you guys!
Damn. This felt really nice to play.
The movement felt extremely smooth, enemies were funny lookin', upgrades were great; overall, it felt like an arcade game to me. I could see myself dumping hours into this to try to get a high score :)
I'm amazed by the shaders... If there even was any included. But this was just visually pleasing to me. Almost felt nostalgic for the arcade games I played in the days.
Great submission. Solid 8/10!















