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A member registered Dec 14, 2015 · View creator page →


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This last week was finally productive! Both for the game and my other projects. I hope I will be able to keep this pace.


The lounge remained close to what I've shown last week. As I said, I mostly added some light percussions. And the motif is now played by a very light Rhodes. And actually it also give the music enough weight, so I didn't need any other instrument! Rhodes are great. Sadly finding a pleasant sound font for this instrument wasn't easy either. But so far it's always how I've been composing: I have a sound in mind, I try to reproduce it, instead I find something that sounds nice, so I keep it. Happy accidents. (yes, I've been watching some Bob Ross lately)


This loop doesn't have much melody. Actually it's minimalist enough so that most of the additional instruments change drastically its mood: an organ holding chords makes it relaxing, strings give some melancholy, vibraphone create some mystery, and piano or saxophone solo creates some kind of sad or noir atmosphere. Again, this part has a very distinct style, completely different from what I'm used to do. So it was nice to experiment with it. The result is far from being perfect, and again it lacks acoustic records (mostly for the solo parts, sequencers are not the best tools for that). But I sure learned a bit, and explored some interesting sounds and rhythmic patterns. While it isn't the cool jazz I had in mind, I hope players will enjoy a bit the mood of this room.

Talking about distinct styles, we arrive at the last room of the first floor. And it's a very special room! Once in the lounge, the player will see a door leading back to the corridor, and another with a sign:

The Club

The real party takes place here! Forget about jazz and sophistications, skeletons are there to dance (and get drunk) until the end of this (eternal) night! The dining room was chaotic, this is pure madness. Flashing lights, dancing crowd, and… loud electro music!

This room is a great "break", since I don't have to use sound fonts anymore. Just synthesizers, and crazy effects. Not only this is more appropriate for the tools I use, but it also gives me a lot of creative freedom. This room is just “stupid” techno, locked on minor E, so I can have some fun making loud and repetitive noises! =D And since it doesn't have to sound acoustic anymore, I can even explore some effects to obtain strange results.

Here is how the room sounds so far:


As much as I try to stay consistent on the global song, the lounge and the club couldn't be more far appart from each other! But this contrast is intentional: just like the kitchen, the club is one of the few room that "sounds as it should sound".  Which mean the music the player hear might be the exact same one played actually in the fiction.

As stated above, I use LMMS. More specifically, I use its Triple Oscillator to create some instruments. Though it allows to obtain great sounds (combined with filters and effects), I'm thinking of trying to learn a new synth. I still have a lot to explore with this one, but I'm beginning to notice there are some resemblance in the different songs I composed with it. It could be interesting to try something new in the future. For now, a thing I should definitely do is save my instruments instead of trying every time to find a new one! Switching randomly waves and filters can sometime be tedious.

Anyway, the club is nearly done. What it needs now is the additional instruments. I wan to try some basic dubset effect (first time, huh), as well as some compressed percussions (it needs to be over-saturated). And that will still be a good excuse to randomly select some effects and see what it produce!

And once the Club is done… We'll have our first floor! Finally! Then we will be able to attack… the second half of the soundtrack. *sigh*

But before that, I will implement what I have here, and make some test in the game. So next week I might be able to show a little bit how the game will sounds! And it will be a nice occasion to share some code, why not.

The kitchen is done!

Well, not a lot to add to what was said earlier. The result is a bit messy, but it fits with the atmosphere I want. Here is the full track, including the different instruments added when the player click somewhere in the room:


For once, I used some electronic instruments. It creates some kind of weirdness, as if the food in the room was alien. And after all, I did plan to do some electro-swings. LMMS (and maybe most of DAW if you don't record any instrument at all?) is best suited for electro, so I might try to stick where it works great.

I also started to work on the lounge. I changed a bit what I planned for the chords: it's now C7 / Am7 / Am7dim. Lots of 7, I want this place jazzy!  It's a peaceful room, isolated from the party. The beat is divided by two, and actually even the manor motif is slower. For now, I have the bass and the chords. It still needs some percussions, and maybe another instrument to give it more consistance. And the vibraphone is temporary, I want to try something new to play the motif (maybe some rhodes?).


Next week I expect to finish the lounge. Then thee will be only one room left before we end the first floor! Progress is slow, but… Uh…

I forgot how I intended to finish this sentence. See you next week!

Couldn't get a lot of time to work last week. So I won't be able to show the final version of the kitchen. Sorry!

So far, I have the "instrumental part", with the melody and the rhythmic. The kitchen is kind of the dining room backstage, so I'm keeping the same chords. But this time it's more dry, with only high pitched piano, pizzicato violon, and a bass. However, even with a battery, it seemed too quiet. The kitchen is not as chaotic as the dining room, but it is still pretty busy, with a lot of cooks running around in a constant rush. So I decided to add… samples.

Truth be told, recording them was a fun distraction. I took some kitchen tools, tried to record some noises… My goal is to get close to something like the Micmacs à Tire-larigot soundtrack. My sounds aren't perfect yet, I need a kick, and some sounds like broken dishes or honing knives. I'll have to find somewhere. Then the tricky part will be to arrange them in a nice rhythm. Then I'll be able to work on the "extra" instruments.

This is a great occasion to talk about how I'm trying to design the music. While the game is entirely textual, the music is not here to describe how a room sounds, but rather how it feels. This is why it isn't always consistent with what the text describe. For example, the ballroom is supposed to be filled with a waltz… But as you can listen above, its soundtrack doesn't really reflect that! The goal is more to evoke the size of the room, its dream-like aspect, while giving it a unique atmosphere that is still part of the global music of the game. Same thing goes for the dining room, filled with laughs and loud talking in the text.

This is why I'm reluctant to use samples to transcribe some elements. When the player click on something, they shouldn't necessarily hear a sound that this thing makes. But since it should still have some kind “musical / emotional” connection with that thing, it can be tricky. For example, there are ghosts in the ballroom. I wanted them to be some kind of weird moog with a lot of reverb… But I couldn't achieve something musically pleasant, and ended up with a noise that just sounds like… ghosts? In the end it fits well in the music, and effectively gives the impression of looking at those ghosts. But I'd like to keep those exceptions as rare as possible. I want instruments, not sound effects!

This is why in the kitchen, while I use samples to illustrate the room, I'm trying to arrange them so that they sound more like percussion that ambiant sounds. They should be structured in a way that only make sense musically, as if the cooks were using their tool to make music. I admit, it's still another exception. Maybe because the kitchen is more down to earth than the rest of the manor, I feel it should use actual sounds? I don't know. The essential is that it should sound great!

Newt week will be another week with not a bunch of free time. I expect to finish the kitchen, but I don't know if I'll have something for the lounge. We'll see.

There was a title screen, I clicked on stuff, things happened. I thought it was a nice game. Then things happened again, but it was somehow different. I pressed buttons. Other things happened.  I wondered if this was procedural. It kept happening. Stuff appeared on the screen. Sounds were made. I couldn't tell if it was random or not. I saw the title screen again. I thought that was it. Until there was other words appearing, other glitches… Stuff. I pressed buttons, clicked, the game kept changing, I don't know if I was doing anything. And then it ended.

Then I refreshed the page and I'm not sure if I recognize anything.

I have so many questions about what is going on in this program.

I love this.

(Edited 1 time)

I'm just back from the Global Game Jam 2018! It sure was fun. It especially allowed me to work on something else, which is nice. (… I would love to share the incredible VR game that we made, but the thing is… we couldn't make a functional build. Erf.)

But back to our skeleton game. With this week's room:

Dining room

One of the most busy room in the game. Tons of skeletons are having presents here, eating and talking loudly. It's a party, so the music should represent this with some loud swing! More precisely, electro-swing. I took Caravan Palace and Parov Stelar as inspirations. Yes, classics. My main goal was to learn the typical electro-swing rhythm. I went with a fundamental kick + snare alternance, and some brush a guitar to make make it a bit more bouncy.

Although I used entirely "fake acoustic" instruments (sound fonts, but no synth or electronic sounds), the result still sounds electro due to its percussions and its strong bass:


I must admit, the brass are a mess. It was a tough challenge to find correct sound fonts, and separating them into three separate instruments… Overall, it's a bit of a mess. There may be too much instruments in this. The issue is, separately they sound awful, and its only altogether, hidden among each others, that they give a decent result.

At least, I like the violon touch! But it won't be the main melody: later, there is a trumpet that join the group, taking the lead. It will also be persistent (until the player leave the room). Since it will be associated with the word "skeleton" (yes, hum, it's a very recurring word, seriously), I'm wondering if I shouldn't make this rule: elements associated with skeletons remain. I will read the other rooms, see if I can apply this logic everywhere.

Another little touch: there is a window in the room. Looking at it lead to the description of the outside, a dark and rainy night, on a sinister land. I wanted to transcribe this contrast with the warm and festive inside with this cold outside. I thus applied a bass filter and reverb to the room's music, and added some string and piano:


There are other places where I use this effect in the game, such as the entrance. It gives the feeling of hearing a room from the outside, and entering it. It's a bit of a hack though: fading a song into a filtered song isn't the same as gradually applying a filter! But… it sounds still ok.

I'd like to share quickly some thoughts about my music and composing. I've been working this week-end with a sound designer, and once again, it was a huge reminder that I'm far from being an actual composer! Maybe not even a good musician. I have a lot of friend and family who are, and some actually work in music, so I guess they had a (good) influence on me. But I'm not sure if I want to become musician. I do music for fun, and it's, hum, bad. I could invest in a sound card, recording material, instruments, learn some more advanced software, other instruments… Maybe I'd like to, but maybe I'm more comfortable in coding. That doesn't mean I'm done with musical game: I have still ideas for procedural music and toying with sound! But that might be what I want to explore: using programmation to create generative sounds and music. This project makes me realize that while I like making music, any musicians will be far better than me! And that's ok.

The conflicting point, about this game specifically, is that it won't have "good" music. It have an interesting system of spatial music, fading instruments across the rooms, which might be fun but won't make a big impression if the music isn't actually great. Sometimes I wonder if the game wouldn't be better without sound: letting the player enjoy the reading without a soundtrack to tell them how to feel. The issue is that this project was conceived as a musical game! Removing this aspect would be a huge downer.

I don't intend to change my plans anytime soon. I have everything prepared, some songs ready, I want to finish that. And it's still for me a great occasion to try stuff in composing! It's just that the music will probably be just okay, while I wanted it to really incarnate the game. Eh, at best it will be a message to sound designers: “I've done this using samples, wanna do a collab for a next game?”. For my next projects anyway, I will go back to more minimalist music, with electronic sounds. That's definitely where I'm comfortable!

But I'm far from being done with this one! It's too soon to write post-mortem, come on! :P

Next room will be one just next to the dining room: the kitchen. Then we'll leave the food to move to the lounge, a more peaceful room.

I don't have a lot to show this week. It turns out being sick doesn't put in the right mood to write music!

Anyway, let's talk about the made progress:


As you may have noticed, rooms can play on different chords. When the player go from a room to another, there is a 3s fading to make the create a smooth transition and give the impression of moving inside an auditive space. Still, some music section can't just be next to the other without sounding wrong. This is one of the reasons I divided the manor with several corridors and little transitions room, to create gap between some sections. The other reason is that I want the manor to be like a confusing small mansion, not gigantic but with enough rooms and passages to lose you a bit. I've actually made a map of it before writing!

In the first floor, there is a “main corridor” with three aisles: West, East and South. Each one of these allow to go to different rooms, as well as upstairs and to the basement. Player will go there just after the lobby. So its purpose is to quiet down the music a bit, and prepare for other rooms. The music must make it clear that the player is between two rooms. For this, I've chosen to use only percussions, and play the manor motif with a contrebasse. While the contrebasse remains in the three aisles, each one has its own rhythm.

Say, how does the transition between the lobby and the ballroom sound? Let's find out. (seriously, I have no idea as I'm writing this. Crossing fingers) (game dev, so exciting)


So, not so consistent in a musical perspective. But there is some story-telling here!

Anyway, the other corridor I've been working on is… The second corridor. Yeah, not a super original name, I know, but how do you name corridors in a house? The second corridor leads to the dining room and the lounge, two very different places: one is busy and chaotic, the other one quiet and elegant. I intend to work on them next. For now, I have prepared their grid chords : the dining room will use Em - B - Am B / Em - B - C - B, and the lounge A7 - A7dim - G7. To compose the transition between the two, I took chords that are shared between the two or close to them: B - C - A. We'll see how the transition goes… Since this is still a corridor, I've kept the contrebasse from the main one, as well as a similar percussion. However, I add some piano for the motive to hint on what's awaiting behind the doors! Let's say it's the "second" touch of the second corridor. I then used a high pitch guitar to play the chords. I had some trouble with this one. I didn't want to use the piano again, it felt redundant. But with synth instruments, you're quite limited. This guitar doesn't sound too bad, so I've decided to go with it. Hopefully this is not an area the player is supposed to drag in!


Next week, if I heal a bit, I intend to work on the dining room. This will be quite a challenge, because it's the pure electro-swing part, and I've never composed that! Plus, using virtual instruments can be quite challenging. Eh, I'm here to experiment anyway! :)

So, AGDQ was fantastic this year! Did it still let me some time to work? Actually, yes! I have one more room, and a little section from the lobby. Let's start with this one!


There's a bar in the corner of the lobby. There's not much there, it's just a little place with some weird drinks and a bartender. I still wanted it to be musically separated from the lobby, while still being close to it. I thus decided to use mostly percussions, and a discrete piano. Each drink is represented by another percussion, and the bartender has a short organ solo.


Ball room

After the lobby, the player has access to several rooms, including this one. I wanted to do this one because it has very different style from the lobby. While the music should globally be jazz swing, each room should have its own personality. The ball room, a large and spectacular place, has this sort of slow rock kind of like a spy movie theme. I'm pretty happy with the result:


However, for the additional instruments, I changed my initial plan. I previously stated that I wanted each instrument to remain so that they all play together in the end. The idea is that the more you observe a room, the more you appreciate its whole. I composed this room this way, but I ended up with the same issues I had with the lobby: it quickly become too loud and confusing. See, there is 5 observable element in the room. Technically, adding 5 instruments is doable, but the problem comes from the fact that the player must clearly hear each one! If they click somewhere and are not able to detect the instrument because the others one are too loud, it would break their experience. So, each instrument must be clearly distinct from the others… But they can't all take the lead, otherwise they will just fight each other and create nothing but a musical mess!

So after several attempts, I decided that additional instruments should be heard separately, only when their section is read. This way they can all create different melodies, and don't have to worry about their volume! I think I will still keep the idea of keeping an instrument active after it has been looked: it works great in the lobby. I hope it won't be too confusing.

Anyway, now that I have two room, I can experiment the transition between them. Simply fading from one to another might not sound very pleasant. This is why I added plenty of corridors and vestibules in the manor! I will work on that next week.


This is the weekly devlog for a narrative game I've been working on for some months now. Blood Not Allowed, or Don't Play This Game If You're Afraid Of Skeletons is a Twine game (text-only adventure game) with a dynamic soundtrack. It is both a comedy with a pinch of horror, and a jazzy musical exploration.

State of the Project

Right now the writing and the programming are done! It has even be proof-read, woohoo! Although I wouldn't say no to another proof-reader, if you are interested.

Before I dive into the story, let's talk about what's been programmed exactly: I'm using Twine 1.4 to render the story. However, I implemented some javascript macro to add a dynamic soundtrack. I already experimented with synchronized samples in my last project, Moog Memories. The basic idea is to have a musical loop, and when the user click on a button on the page, instruments are added or removed. All theses instruments and loops must stay within the tempo, so there is constantly a metronome and a conductor to keep them sync. The code I've used is basically the same, except that I moved it to ES5. I plan to release later these tools as a reusable open-source library.

In Twine, I use it to fade-in and fade-out instruments and various sound-loop as the user progress in the story. Except that it isn't a linear story: it's a manor that the player can freely explore. Like an old adventure game, the player goes from rooms to rooms, and interact with object they find there. Each room has its own musical atmosphere, and every objects or events are associated to a sound. This way the player explore the game space as well as the music. The project was actually imagined as a 3D walking-simulator, but I eventually realized that I was mostly interested in the musical and narrative aspects, and a textual game would give me more freedom.

So there you go: as of today the engine is functional, all the text has been written so that the manor is fully explorable, and even the ending is here… What is the last bit missing?


Time for composition! I will mostly talk about music in this devlog. But there will sure be some interesting game-design aspect I will be able to discuss, given that this soundtrack must be explorable in a non-linear way. And music is cool anyway.

What is there to do? Well, the manor have 12 rooms, each one containing between 3 and 5 interactions, to which we have to add the game's introduction and ending. So far I have done the intro and one room. Yup, there's still plenty of work to do! I'm using LMMS for composing, and Audacity for eventual sounds I have to create.

Let's talk about the song in a global way: it's jazz, with some electro-swing parts or other styles depending on the room. The idea is that this is a fake horror game, with a settings that pretends to be spooky, but is actually pretty uplift. Kind of like the Day of the Dead? So the music will be pretty upbeat and energetic to create this contrast.

One particular aspect is that it has a constant motif: E G F♭ B (the song is in minor E). This motif is first played as a creepy tune in the intro, but quickly change into something more pleasant inside the manor. It will be played in every room by different instruments. It is more or less the manor theme.

As I continue to compose, we will explore (and hear) the manor's different rooms. Let's start with the most recent addition:

The Lobby

The lobby is the first room the player discovers after the introduction. While the introduction has a dark and unsettling atmosphere, this room is bright and welcoming. The contrast must hit the player as soon as they enter the manor, in order to give them the idea “this is actually not an horror game at all” (although the game already play with that joke earlier and still after). This is how the room sounds when the player enters it:


I initially intended to have a “moderated swing”, but… This is quite energetic! As I said, I had to create a strong contrast with the introduction. I hope it won't impact the reading. I will try to be softer for the other rooms. Except for those who were planned to be loud, they'll have to top that one!

As the player look at the room and its content, new instruments will be added for each descriptions. They will then remain until the player leave the room, so that when everything has been inspected, the harmony is complete. For example, one element of the room is the skeletons. Yes, there are skeletons absolutely everywhere in this game, and this is the room that introduce them. Here is how they sound:


And this is the lobby with all of its instruments:


One on the difficulty I have encountered for now is that cheap sound fonts do not work well with jazz… Until now I was doing mostly electro, and was happy with oscillators, samples, and a bunch of filters and effects! Here I need some real instruments, and… Well, I have to find pretty good sound fonts, and know their limits! For example, I can't use a lot of guitars, because guitar sound fonts easily sound fake. In the end, I know that my music will not sound acoustic at all, and that its MIDI aspect will be pretty obvious. But I want to get closer to a N64 Grant Kirkhope style than a SNES low-budget RPG one!

That's all for this week! Next time I will finish a little sub-part of the lobby, and hopefully another room. I might not be super active though with the AGDQ going on… Also, did I mention I acquired a Switch and started Mario Odyssey and it is a great game and I also have Breath of the Wild waiting in line? Boy, those new year resolutions about productivity will sure be hard to keep!

Ah, je comprends beaucoup mieux maintenant ! :D

Posted in Aurora comments

Great sound-design! The minimalist style is very pleasant.

It took me a while to figure out how the speed system works. It's an interesting balance! I particularly liked that the game isn't too punitive, while still presenting some challenge.

Merci !

En effet, le menu est l'expérience elle-même.Pour le coup, c'était une parfaite occasion de mêler mon intérêt pour le jeu et la musique avec ma profession de développeur web !

Tough platform-puzzle, but I eventually made it! \o/

Great mechanic, with nice ideas at each level. The level-design itself is quite nice, with a lot of coins that seems impossible at first, but actually have a clever solution. My main issues were with the bumpers (they can be a bit capricious), and the portals (only for the harsh sound they are making).

Dialogs and story are also simple, but enjoyable. I like the overall tone.

Good job!

This comics deserved to be implemented with some game physics. It is now done! Congratulation. It was fun!

Good use of the rules established by the comics! Mechanics are pretty simple, but used in a challenging context. I enjoyed it!

Nice puzzle! A clever mechanic, with cool ideas on every level. Plus, it's not too punitive, I like it. I only had issues on the last level (before the bonus one), where it took me time to figure out I could press shift (maybe I missed a hint, it was a total blind guess).

I also like how 2D pictures are used within a 3D perspective. It's a really nice touch!

I enjoyed the second part of the game! =D It captures a bit the feeling of discovery of the original comics, with some pretty and fun variations with the used assets. Well done!

Woah, the narrative in this game is fantastic! The conflict between appreciating the moment and fast-forwarding through life  is well brought by the mechanics. And it fits the original character, who here seems to appreciate staying in a room as well  for savoring the seconds than to see years pass by. The fact that there is no lose condition and that the money is just here as some kind of score gives some kind of absurd tone, and in the end it feels like there is no "wrong" way to live this life. The time spent with the family (one time every week, then years, then decades…), completely off screen (letting imagining the preciousness of these moments), is also a very clever touch.

Well, all of this is my own personal interpretation of course. But I really enjoyed the reflexions and emotions this game achieved to inspired to me! =)

Plus the dynamic music is incredibly well done. That's an awesome aspect of the game as well! Congrats.

Pretty clever! It's a nice puzzle to figure out, and it has definitely the humour of the original comic. It's short and simple, but efficient.

Pretty nice! Fun is kinda immediate, and it has the right amount of absurd.

Really nice!

I'm curious about the tools used to achieve that?

Glad I could make players discover Perrey's music! It's one of the artist we hear a lot on the internet without knowing his name. :)

I also had in mind some visuals for the game! Something close to this Google's doodle. But without a team, and not much experience in that, I know I couldn't fit dynamic animations into the jam. I considered adding it after the jam, but actually I like how the game looks right now. It's one of my weakness, I like keeping short projects close to their "jam spirit" identity. :P So right now my priorities are making it compatible with mobile, and maybe compose a third section. However I'll most certainly use this game's engine in other projects, and I hope I will be able to create visual and musical experiences!

Thank you for the feedback and compliments. Really happy you had fun with it!

Thank you! I wanted to pay homage to this artist for a while, and this jam seemed like a great occasion. I even discovered some parts of his career I didn't know about while exploring his work the week before! Overall it was a nice musical exploration.

Thank you! This update was really necessary. I underestimated during the jam how important it would be to visually show buttons on/off position! Also really happy to see my music is enjoyable. I'm still a beginner in composing and using DAWs, so that's very encouraging!

As for traditional games mechanics, well, it's not really what I was looking for with this one. I really like in games the concept of just playing and enjoying music, without goals, challenge or score. In a way it's all about the appreciation of the moment. So even if recording it could be a great feature, it would go against the idea of "what only matters is now". My main inspiration is Panomarical, a game about just enjoying music and visuals. Now I won't venture here into the slippery field of what is or isn't a game, but you can think of it as a musical toy. :)

However, I do have some ideas to use that kind of mechanic into another type of game. Basically, instead of directly interacting on a UI with buttons, the player could explore a virtual space (2D or 3D, what fits the best) and find switches to make the background music change! That could be mixed with puzzles, or platforming, or even just exploration. Either way, I will certainly use what I've learned during this jam in other projects!

Thank you very much for the feedback!

Alright, I've made it! =D Well, I got stuck again sadly, but at least I've been pretty far!

The echolocation is nice to use! I actually like the detuned piano sound it does. And the mazes are well designed: tricky, but not sadistic.^^ It's also great that the emitter is upgraded early (the first version being, as the game put it well, a bit lame :p).

The text is fun too! =) Sometimes a bit too mean toward the player. I liked when the character made fun of the player condition, and showed to be pretty insensitive. But him getting impatient or angry when the player has effectively trouble to move on might be a little too much. The game is actually challenging, and sometimes it can feel discouraging.

One thing especially that made the game hard is the absence of landmarks in the levels. Well, since it's a maze, I expect to get lost of course. But some distinct shapes or sounds in specific rooms could at least tell the player if they're going in circle. The emitter thing to shut down in the later levels helps greatly in that regards.

Cool concept anyway! It offers a good orientation puzzle, as well as an interesting claustrophobic and dark atmosphere (without being too scary).

I tried to lower it, and indeed it went much smoother! It was still hard to control (it took me a while to understand that I can only move on beats), but much more enjoyable. The action was especially far more readable.^^

Happy that you like the music! Making the instruments and arranging them together was one of the big challenge of the jam. Thanks for the feedback!

Thank you! I knew I couldn't make proper visuals, so I tried my best to make at least a clean interface.

You're right for the transitions: it has to wait the end of a section loop to keep the music in sync, with a melodic structure. It can be a bit long for the first section though (the wait can be of four measures).

Thank you! Glad you liked the music.

Great concept, and nice use of audio! At first I've followed the beeping, but seeing your update then I tried following music. And this works well for the first part! Unfortunately once the music change, I tried to follow it as well, but didn't get anywhere.

It is still a good mechanic. What I like is the few ambiant noises we have, letting the player imagine the environment in which they navigate. It creates a deep atmosphere. The music being fantastic also helps a lot being immersed in this world.

It's an ambitious concept, and while perfectible it still has great moments to offer!

Thank you for not making the playing die and start over when hit! The game is hard, but can be fully enjoyed. I like that! Maybe a score system could work well here.

Anyway, cool bullet hell. Everything is timed well with the music, and it creates sweet patterns. Maybe hit-box are a bit too vague, but the game is still playable once you practice. Overall, great job!

Pretty fun idea and presentation! It gives a good multi-tasking challenge. The rhythm aspect felt a bit out of sync sometimes, and the game isn't really forgiving. But for what it offers, it's a really good experience! Congrats!

The visuals are cool! I like how it evolves with the music. The game itself gets more intense as the song progress,it's well done.

The game might be too easy. But it's still enjoyable, and at least it let the player enjoy the visual and musical show. Great work!

Challenging, but fair. Slowing down and speeding up obstacles make for interesting puzzles, and good platforming. Maybe a bit too hard by the end: some sections really felt like they have to be done frame perfect. More room for maneuver wouldn't be too much!^^'

Changing music pitch during game is quite fun! It's a nice idea, that is used in interesting ways throughout the game. Good job!

Really nice concept! It's cool that the games achieve to make good puzzle designs with music interaction.

One thing that wasn't clear was when I was able to move platforms, and where I wasn't. I eventually figured it out, but it would be nice if the game shows clearly that the level can be edited (maybe by changing platform colors).

It's short, but a really good prototype! Well done!

This one might be too hard for me I fear! x) After many trials, I've been able to survive 5 seconds. Repeating the same level, while hearing to the same bit of music, made me lose my motivation.

The concept is interesting though. It might needs a tutorial, or a "danger free" mode, or just easier levels, just to get used to the controls. The hit-box and timing are also hard to learn.

Well, this game defeated me, but it still has a cool mechanics and design!

An original use of a sequencer! The mechanics are fun, giving some interesting strategies to explore. Maybe it could have had some background music? Anyway, I enjoyed it!

Visuals and sounds are really great! Despite the high (really high) mouse sensitivity, it gives a relaxing experience.

I needed several try to figure it out, but I've finally understood that constructing lines added other instruments, and most importantly that there is only six instruments. After that, instruments are removed forever. The guitars alone sound really great, but I would I like being able to put back the other sounds. Once every instruments are gone, creating lines does nothing. That makes confusing first experience: player move around, creates music, stuff happens, and suddenly it "stops" and all is left is the xylophone.

But as short as it is, it's really pleasant! Once I understood that I shouldn't mash the space key, I could savor the music created, step by step. A really cool game!

This is a really great rhythm game! It uses some complex pattern, but does a great job teaching them. The music is a delight, and having instruments introduced one after the other creates a really satisfying game experience. Loved it!

Excellent soundtrack! And I like how the game use it to create dynamic animations, and sync the platforming to it.

I didn't get very var because of the difficulty though. I think my best record was around 15 buildings. Since there is no separation between orientation and direction (making the controls hard to understand at first), zigzagging is quite tough. At least levels are procedurally generated, so it's not too repetitive. But that doesn't prevent from hearing only the beginning of the song each time, and the cool animations only appear later in the game. So I feel the game works as a "hard mode", but maybe difficulty could be reduced a bit, or at least be less punitive.

That being said, the game is still visually and musically fantastic! And its basic runner concept is working great.

On most on my try I died very quickly (red notes can be hard to dodge), but it has some great ideas. Maybe if the game was less hard at the beginning, it could let explore more its different mechanics. The multi-tasking part is really fun, but it can be tough to just reach it.

Difficulty aside, it's a cool idea, with nice little details in visuals and writing!