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Recent community posts
In the game edit page you click More > Admins and add their itch user name.
Impressive visuals for 72 hours! The lighting and graphics work out very well. I found the gameplay a little meticulous and boring, especially when I accidentally forgot to turn a light off. Also the BG audio stopped looping at one point and I was just wandering in a quiet house. It would be a neat idea to expand upon, but quite honestly I didn't have too much fun while playing this.
Thanks! I used orthographic camera for the outside shots and perspective camera for the indoor shots. I used 3d text for the interactions and used a separate camera for GUI. I'd recommend using 3-color gradient lighting and adjusting the color correction curves. The lighting is also pretty important for the color gradient system. I ended up using just one directional light, everything was in one scene. I'd suggest changing the color gradient and then the lighting, rinse and repeat until you're satisfied. :)
The cat lady and silent hill were the main inspirations for this so keen eye ^_^ I'm glad you made a connection. I didn't spend quite as much time with the audio as I wanted to. There are bg sfx for the woods, the pond, and also footstep noises, but I turned them down a lot. Also the HTML version doesn't seem to handle the audio quite like it should. Thanks for playing and your kind words!
Nice lil platformer. Pretty tough! Found a bug where I jumped forever until I hit jump again. The audio sfx definitely need some adjusting and the difficulty/ai could use some too. Also it'd be really nice to see the gun circle with where you're aiming.
Thanks for playing and your input! I have played talos principle and was considering some methods to loop sounds, but i never considered 'ghosting' the player in such a manner. Cool idea! Someday I'll come back to this project and I'll definitely try something like that!
Shows a lot of polish from all angles! Very impressive for the time constraints. The art is delightful. I like how people start rocking out before you do. The music all works with the rhythm inputs quite well, but there are a handful of times where the inputs don't quite make much sense. The metal song at the end was a nice switchup too ^_^ One thing I can suggest is maybe reworking the display of the input. It requires you to look at the little corner of the screen instead of perceiving the whole game.
It's all functional and present, but I can't say I found the game very fun. The music is nice but I found the gun sound fx somewhat draining on repeat, and was fairly disappointed when the music didn't change speeds with the gameplay. As others said, it was unclear at the beginning that you had to click on the enemies. I like the background images and the character sprites, but the player animation look a little wonky when running (mostly because the upper body seems static) and it almost seemed like the enemies didn't even attack. The game seemed far too easy and the jump button wasn't necessary, maybe you could add some platforming elements to it? Spikey pits, ring of fire, etc. It's not bad work necessarily, I just think it could use a couple coats of paint and a little more originality.
Charming game! There was a considerable amount of tension built from the audio of the tuning violin, let alone the projectiles :) The rhythmic aspects were also well implemented. Also, great antlers.
Boy this one hurts good! I don't have anything bad to say about it except maybe consider having the music play and loop on despite restart/death, I heard the first 5 seconds of the song so many times. Great work.
This is quite a humorous project, and well done for a weekend jam too. I'm really glad the bar patrons don't stick around to tell me all their problems because then I'd never play any piano. Like some other players said, two things I'd recommend are slow n steady increase in difficulty and a "3 strikes and you're out" policy instead of messing just one up. Very cool stuff though!
Thanks for playing and for your suggestions! I had intended to do the piano key moving/change color thing but never got around to it, but yes you're right, it'd be much more responsive. Thats one thing that will definitely occur next update :)
Cool stuff! Its fun to mess around and ignore the customers. Controls could use a bit of streamlining, and maybe some more audio involving the customers (like the sims babbling maybe?) but I did actually enjoy the challenge of meticulously putting bills in the register haha nice work guys.
Hmm alright thanks for letting me know! I was having issues with my buttons not changing color when mouse hovered, but they still worked for me. I'll have a look later. Maybe you could try a different resolution or windowed mode? I might just remove the menu altogether.
Nice idea. I was pretty confused at first till I bought some amps. The audio is really draining to hear on repeat though. The visuals and setup look good and are appropriate for the game. The game works well but doesn't seem too challenging once you got everybody ripping it up. Suggested areas of improvement are more varying audio/music and adjusting difficulty in some way.
Very cool little project! Audio is fantastic. I like the alternate weapons as well. I gave that boss the horn. He was asking for it. AI leaves a good bit to be desired but other than that I really like everything about it.
Very cool mechanics! I thought I'd be good at this game but I'm terrible at it ^_^ I like the visuals and the music, but the character movement is a tad to slow and clunky for my taste. Nice work!
This is a really cool concept to me. It makes me think differently about music because I'm planning my next inputs based on maximum score and chord combinations, rather than tonality. ^_^ Very unique. It's great you used such simple tools to make it, but resetting screen resolution at program start is a little harsh.
Pretty chill game but I found myself quickly getting bored and frustrated. The platforming felt reminiscent of sub-zero mythologies and the bad platforms another comment mentioned were the most frustrating. The game itself might be more suited for left to right movement rather than up and unforgiving-ly down? When I reached the last track it felt like it wasn't worth it after all the falls I suffered :\ I like the background visuals but thought it all could have used a bit more 'life' to it, but ayy its a weekend game jam. And +1 for control customization.
Thanks for playing! I plan on updating over time, I was considering some little music lessons. Maybe some acknowledgement when you play a classic tune. I thought about saying 'you win!' if you play smoke on the water or something lol
I think it could be a lot more fun if you made it more mad lib-esque. Could have like 'half-correct' answers that are joke responses and don't effect score negatively or positively. And the game kinda screams for original content rather than other lyrics. And I didn't even try the volume buttons haha :D
Not bad for 4 hours! It would be nice to see something on screen from player input, small visuals under main squares perhaps on key press. Music is implemented very well, took me a bit but I got to groovin'. The visuals leave a bit to be desired, but it functions well and its pretty fun. Nice work!
Also bad title ideas: Cube groover, Square jammer, asdf masher
It's not exactly a rhythm game in much of any sense. The sounds were fairly nice, the metronome ticking got old fast, and the text wasn't too appropriate for the music itself. Also even though I read your instructions, I still found myself wanting to press a,b,c,d for the responses because that was what was on screen.
Maybe something subtle or less music-y than other tracks for the 'background no-note holding' music? Just percussion or reduced melody. Whenever I'm playing a game and its absolutely silent I become so thoroughly aware of its game-ness, ya know? Just my humble opinions.
The visuals are awesome. The input seems to in rhythm with the song, but in metronome form rather than when the notes occur. It'd be a meticulous process to assign input to the notes, but it'd also make it feel like you're actually playing the notes. Like codyloyd said too, the player needs some kinda of 'you did/didnt do it' to be displayed more clearly than the notes disappearing, an out of sync audio file would work well for mess ups too.
Pretty charming little game visually. Took me a little figuring out to figure out. Audio leaves a bit to be desired, could definitely use some more variety in music, especially when player isn't holding anything. Also maybe considering dropping the notes right at the player's feet. I kept dropping the notes in places I couldn't reach them again.
Difficulty level is strange. When the enemies changed for the first time I was able to remain in the same spot and continually block them. Functions well and looks nice but doesn't exactly feel too fun to me, and also doesn't seem too musical.