Very much on-theme for the song and Necrodancer is one of my all time favorites. I felt like the rhythm wasn't quite on point with the music though, it's something I also struggled before finding a solution.
Khyi
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I had a lot of fun overall, but there are definitely a few things I'd change:
With my resolution the speech bubbles often covered up my character
If you land incorrectly once the scooter starts spinning and there's no way to stop it, I'd either introduce angular damping or let the player control the rotation while in mid-air (like in Tony Hawk, Need for Madness, Distance etc.)
Otherwise the abilities were really interesting and I liked how you introduced them one at a time.
Great concept, I enjoyed how the rhythm and combat game mechanics were tied together and the graphics remind me of He is Coming.
I wasn't sure why some of the gems were smaller or larger, made timing a bit more difficult, and when the bombs come it should say "press space" not "hold space", but an even better solution would be to either include a tutorial that explains bombs, or have [Space] somewhere on/near the first few bombs that appear.
One thing I would definitely change is the white flash each time you attack or parry a bomb, makes it harder to see the falling notes and in a rhythm game even a split second difference can be crucial for the timing.
Overall I enjoyed it and kept playing until I beat the boss, so I'd definitely recommend expanding on it.
Great concept, I enjoyed how the rhythm and combat game mechanics were tied together and the graphics remind me of He is Coming.
I wasn't sure why some of the gems were smaller or larger, made timing a bit more difficult, and when the bombs come it should say "press space" not "hold space", but an even better solution would be to either include a tutorial that explains bombs, or have [Space] somewhere on/near the first few bombs that appear.
One thing I would definitely change is the white flash each time you attack or parry a bomb, makes it harder to see the falling notes and in a rhythm game even a split second difference can be crucial for the timing.
Overall I enjoyed it and kept playing until I beat the boss, so I'd definitely recommend expanding on it.
Very enjoyable rhythm game with polished graphics that fit the feel of the song nicely, but I have to agree with a previous commenter in that it would have been better to combine the notes and the bowling into one lane instead of having them separated. I'm far too focused on the left side to see what's happening on the right, but if you could fully combine the two concepts, for example if the pins were the notes you have to hit and the ball (and its powerups) were controlled with the same keys, or even if the notes just appeared on the same lane with nothing else changed, it would be easier to see what the bowling ball is doing. Still a very fun game though!
Cute and satisfying simulation, looks very polished. Perhaps a bit too easy, I hat to actively try to lose by the end of it. If the early game was more difficult and players could buy upgrades between runs I think it would stay engaging for longer.
Also initially I didn't get the tutorial and had to figure things out by trial and error, it would be better to present players with one piece of information at a time (this is a space station - it produces circles - it can take in squares - the spacetruck will pick up everything automatically and drop it off at the nearest station with the same shape etc.)
Fun for puzzleheads and if multiple solutions are accepted (as long as they're correct) players could feel like they managed to outsmart you (in a good way).
One thing I would change: if you present the board, then wait for the player to click and then cut to text it feels disruptive, usually at that point I'm trying to pick up and place a tile, but clicking triggers the text screen instead. Most of the same messages could be presented as hints when the player clicks a hint button.
Very cute artstyle and animations, really creative stuff. The ending actually got me with that jumpscare. Perhaps one way to lean more into the "find the difference" aspect of it would be to make the objects come to life if you attack the wrong object, while successfully finding the outlier and attacking it before it transforms gives you an advantage in the fight.










