Thank you! Yes, we're planning to make sure it works better in a post-jam version of the game, as we noticed most problems only after the deadline.
Kishiroh
Creator of
Recent community posts
Tysm! We noticed that too, steps felt just like a limit, since you really don't understand what you've exactly accomplished each run. The game is mostly about planning your next route, and only after seeing friends play it we noticed the need of somewhere to check your clues and plan your next run. There was a narrative reason, but the time was really crunching us and we only noticed afterwards that in fact: it wasn't in the game.
Tysm! Sadly we didn't have any time to test, and only once the game released we noticed the DESPERATE need of a board of progress to track down what you've done in past runs. We are planning to make a post jam that includes it, since when you finish the steps you always feel that sensation of "oh i'm back to the start now", not really realizing your progress in each run, or having a way to plan your next one.
Really creative but the countdown mechanic was a bit lacking. Kudos for making a rhythm game in a jam, it's not easy. It was overall really fun, my pb was 2260, not much but I think it's alright. Only thing that maybe is uncertain, is that when I take damage once, I feel like I have to take damage afterwards.
Fun game. For a trial and error game this feels too punishing tho, the death animation is too long and going back to the start feels a bit too... harsh? Also waiting for stamina isn't the most fun thing ever, maybe giving max stamina on entring a new level could fix that. The game was fine tho! Good job

