I'm sorry to leave negative feedback, but this was honestly pretty bad.
The writing is inane and I honestly can't tell if this is an attempt at a joke or just genuinely bad.
Great work on the game, truly a time sink :)
Game play felt solid, loved the upgrading system.
The balancing could maybe do with a bit of work, it felt like the most efficient way to play was just flying away in one direction and spamming projectiles behind.
The thruster speed and the enemy speed basically meant that it's hard to do any type of evading so it doesn't really feel good to fly towards the enemies at any point, which is a bit sad for a twin stick shooter
Some background music would also go hard with the game.
But overall, I had fun with the game and the entry is really solid!
Wow, what a mood!
Honestly, you've done such a great game when it comes to sound design. As a sound designer, I really enjoyed how both the puzzle mechanics utilizes audio, I haven't seen anything like this before.
The first puzzle was initially too hard for me, but later I realized that Q and E could be used to change the radio channel and I managed to figure it out without hints. I would've loved to see some hints in the UI in terms of the keys available to use.
Game play felt solid, you had some legit puzzles and you used audio and the theme very creatively. I could easily see a fully fledged game built around these types of environmental puzzles. Reminded me a tiny bit of The Witness.
Thanks for making the game :)
Woah, this has so far been my favourite game of the bunch I've reviewed!
Really solid game play. Also love the fact that you have a whole tutorial explaining the mechanics and shop system. There's a lot of polish and care in the game and it really shows.
I think I've encountered a bug. Occasionally, the next round would trigger by itself. I tried to collect the money or do some shopping and it'd just jump right into the next wave. I had this happen a few times during both my runs.
I managed to beat the game on my second attempt, I think I got lucky with my drops and bought healing quite early on. I used pulse almost exclusively and a few times the sniper when I had to wait for the pulse to reload. It would've been nice if the pulse would automatically refill between rounds so that the player isn't incentivised to wait between rounds just to reload the weapon.
All in all, I really enjoyed the game and you've done a great job with it!
Torille indeed!
Thank you for the in-depth feedback :)
The WebGL build was unfortunately a bit rushed. We initially wrote it off entirely due to export issues and only got the first working WebGL build after the game jam deadline. I’ll forward the preloading issue to the more technical members of our team.
Nice to see another rhythm/dancing game enjoyer!
Regarding timing: a Good shot requires being within ±30% of the beat, and a Perfect shot within ±6%. You don’t need to hit enemies to maintain combo, but you do need to keep shooting on beat. Anything outside of the Good timing window is counted as a miss and against the Beat accuracy.
The Good window is intentionally forgiving. The song BPMs are 110, 124, and 130, which results in Good windows of approximately 327 ms, 290 ms, and 277 ms respectively, and Perfect windows of about 65 ms, 58 ms, and 55 ms.
There’s also a fixed global timing offset to account for audio and input latency. We didn’t have time to implement player-side calibration, so I estimated a global offset by testing on multiple setups. I ended up around −38 ms, which should make timing the shooting SFX to the music land near Perfect on most systems.
For those interested, the timing logic is available here: BeatDetector.cs
As an only slightly technical sound guy, I've liked FMOD :) We've used it a few times in past Game Jams and I think everyone on our team agrees that it's been a relatively painless way of working with audio.
I'll have a look at the UI scaling issues. We've mostly been playtesting on Windows / Mac and not WebGL so it's definitely been an oversight on our part :)
Thanks again for playing our game!
Quite an enjoyable little platformer!
I liked how fleshed out the game felt like, you've got some proper level design going on and the platforming felt nice. The fighting was a bit confusing at first, especially with the heavier attacks and it took a while to get a hang of it.
There was a decent enough amount of content to keep me occupied for a good 15 minutes, which is quite well done for a gamejam game!
Thanks for making this game :)
There should be an audio indicator when there's enemies close to you :) We thought about doing some sort of visual indicator but the visuals are already quite busy with stuff flashing on the screen everywhere and thought it might be a bit overkill. We'll consider it for the future though!
Thank you for playing our game :)
Pizza sounds like a perfect idea.
I agree that the visuals can be quite something. But hey, whom of us hasn't played too much, sitting too close to the CRT and gotten a headache as a kid :D? All par for the course!
Anyways, thank you for your kind words and thank you for playing our silly little game!
Hey! I was the dude behind our audio for the game. I did indeed record all of the voice lines myself and ran them through a long processing chain to crunch them up properly :--D
I used Plogue's Chipcrusher to downsample the quality and ran it through Ultima DSP's SPS to emulate a PSX sound chip for the output. I kinda wanted to go for something like the old TMNT 4 for SNES or Streets of Rage 2 for Genesis for the voice lines, but our general visual aesthetic and soundscape was a bit closer to PSX so I needed to tone it down a bit :D
Thanks for playing our game and the lovely feedback :)
Hey!
Thanks for making this game!
The idea seems fun and it's a nice interpretation of the jam's theme.
Overall, the game feels a bit unfinished and lacking of a core gameplay loop to keep the player engaged. I got two flood warnings and after surviving those, there didn't come anything else. I could keep picking up stones and sticks, but the music had ended and nothing really happened in the game either. Also, walking into the sea didn't really do anything?
I would've loved to see the player having to use the stones and sticks to actually build the city and wall somehow and having to replenish them as waves from the water keeps removing them. Currently there isn't really anything to do in the game except walking around on the two screens.
The start menu is also offset a bit weird, it's not centered and the options button doesn't do anything.
Hey!
Thanks for making this game!
The idea seems fun and it's a nice interpretation of the jam's theme.
Overall, the game feels a bit unfinished and lacking of a core gameplay loop to keep the player engaged. I got two flood warnings and after surviving those, there didn't come anything else. I could keep picking up stones and sticks, but the music had ended and nothing really happened in the game either. Also, walking into the sea didn't really do anything?
I would've loved to see the player having to use the stones and sticks to actually build the city and wall somehow and having to replenish them as waves from the water keeps removing them. Currently there isn't really anything to do in the game except walking around on the two screens.
The start menu is also offset a bit weird, it's not centered and the options button doesn't do anything.
I liked the idea and execution of this game. It's a very original mechanic, using the intersections of the signals to target enemies is something I've never seen the like of.
You found an original take on the theme and made a solid little game around that. Well done!
I kinda struggled with the actual gameplay. I think my highest score was only 420 and I didn't survive for more than a few minutes at the most. It's very punishing and feels like it's almost impossible to get the intersections to land close to either of the antennas. Obviously, it's a skill issue on my part, but I also didn't feel too invested in exploring the game for more than 15 minutes.
The game would've benefitted if there was a slower ramp in the enemy spawn rate and if there maybe was some additional mechanic that would make aiming easier.
Visually, it's a clean, no frills game and the graphics definitely don't put the game to a shame. The audio was okay as well.
Overall, it's a good entry to the jam, thanks for making the game!
would a lossless download from Bandcamp suffice 😁? the soundtrack goes up for free in a few days here https://mainstreamsheep.bandcamp.com/
I could also put it up on Spotify if there's demand but I've contemplating taking everything down and just self hosting and publishing the music without middlemen.
If bandcamp is okay, I can ping you once I get it up :) I plan on adding some extended versions of all the tracks so it'll take a few days
Congrats on beating the game!
I wrote all the music and created the rest of the audio (effects, voice over) from scratch for this game.
Thanks for notifying about the bug. The WebGL version wasn't originally compiling at all for us and it's been a bit of a pain to get it working = it hasn't been tested much. We'll try to reproduce and fix it :)
I agree on the design. We had a lot of ideas coming into the jam and had we more time, we would've added more variables to the core gameplay.
We wanted to make sure that everything is balanced and that the core feels good and solid, so we focused more on polishing what we have rather than adding a lot of half finished mechanics :)
Thank you so much for playing and writing us!