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Geometror

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A member registered Aug 20, 2024 · View creator page →

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This game has a lot of potential, really cool idea!

The build mechanic works well, although the girders are sometimes placed at the wrong place. Certain parts should be more durable than others I think, especially the chainsaw (which needs to deal more damage, right now it feels like any other trash object). Regarding the movement: It already works quite well for a jam game, but I think you should add more control to the jumping mechanic (primarily direction). 

Cool concept, but there are a few gameplay/balancing issues. I definitely aggree with IceDynamix's suggestions.

A few additional notes:

- I think making the effects more obvious and rebalancing the effects would actually improve the gameplay a lot 

(maybe set the color according to the color of the last ingredient, and provide a few tinted versions of certain items? however, this could come with it's own set of problems)

- I feel like it's too luck based, maybe you could guide the item spawning a bit so that there's a lower probability that the player has many of the same kind (and maybe spawn less flowers).

- I think it would be beneficial to explain how an order is scored.
 

I like the idea. The music in the main menu is also very nice. But as I'm not into rhythm games, it's a bit too hard for me (as you already stated in "known issues"). After a few tries I managed to progress a few stages in easy mode. I'd really like to see a quick "Try Again" button which quickly restarts the run with the previously selected difficulty level without showing the tutorial.

I also found a few other small issues:

- You can actually always press all 4 Buttons at the same time since there's no penalty to hitting notes when you shouldn't.

- Missing "Quit game" button in main menu (Alt F4 needed)

- Inverted scrolling in the composition view feels weird

Thanks for the thorough feedback :)
Yes, I'd consider the web build to be rather broken. We should probably remove it. You definitely have a much better experience with the desktop builds.

The timing is position based as far as I know, a typical quick and dirty jam solution :)

> notes aren't quantized to the music
That's weird, since we actually do that (I think). Maybe this is another thing which is broken in the web export?
Making the rhythm more complex when placing more of the same type of tower was actually planned, but we need to cut it due to time constraints. We also planned a B-Side loop when you play really well.

> you're busing looking at the bottom and hitting the notes
Yeah, I've noticed that as well. You focus at the bottom of the screen and often completely miss what's going on above. 

Overall, there are many small things that I think we could fix to glue both game aspects better together and improve the general UX, but we barely made this whole thing work in time, so I'm happy it's actually playable :)