🎉This is excellent news, thank you for the update!💃
Klungore
Creator of
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It's supposed top give you two castanets, display a thank you for playing message, and open a portal that takes you back to the start. I must've doinked it when fixing the boss's ai a while back. Thanks again for playing, I'm glad you enjoyed it.
Also impressive to beat it with the cowbell, congrats!
Drum pit is about hitting things with a stick.
Descent into the pit to take revenge on the big meanie who sent you there.
Features:
- Dodge roll
- Gamepad support
- 4 wildly different weapons to play with
- In-depth combo system with plenty of tech
- Fully remappable controls
- Comprehensive colour mapping
- Sounds that I recorded by smacking sticks and rocks together in front of a microphone like a caveman
- Save your progress in browser
Featuring music and additional sound design by King Aurorus Music. Go support their stuff!
Hop on The Discord to be the first to hear any news on the game!
Twitter is also extant I guess
https://bobo-baqa.itch.io/drum-pit
Thank you so much for your feedback, it was awesome to watch you both play our game!
You were absolutely right about the tutorial/safe starting area. With more complex game mechanics like this, it is quite hard for a new player to figure out what is going on and what to do - especially in a stressful scenario.
In particular we noticed that you had trouble figuring out that you had to link units while spawning them, which is more that understandable to miss. That was probably the biggest piece of feedback we have gotten across the board.
A couple of alternate post jam versions are in the works - focused on different aspects of the design (follow bot_Mark for a polished remake of the core systems). Top of our priority list is a proper introduction/tutorial.
Thank you again for providing such in depth feedback - and persisting past the introductory learning curve that you rightfully called "obtuse".
Very stylish in presentation.
I like the interpretation of the theme, but the red ball was much to unreliable in tight quarters to place so much empahsis on tight hallways in the later levels. I had much more fun kiting around enemies, then watching them explode in open spaces than I did running in circles hoping the timing would work out.
Overall very solid, great work!
I really like the idea behind this game, but the implementation is lacking.
Elements seemingly spawn at random, which leaves no guaranteed way to pass the obstacles, often being very close together, making it very hard to pick up only one. In addition to this, the speed of the game is much too fast for me to react to any let alone all of the obstacles being thrown my way. Of course, these types of balancing concerns can hardly be complained about in a rushed jam game.
Despite this, everything in the game was clearly communicated. Each element was clearly distinguishable from one another and it was obvious which type of wall I was trying to pass at any given moment. The visual that appears when you die is very charming.
Thank you very much for persisting through that initial frustration, I am glad you were able to enjoy the game. Post Jam clarity as well as some helpful comments like yours has since made it very clear to me that that mechanic is not intuitive enough to be understood without explanation. I will definitely be making a post jam version after ratings have concluded that features some sort of tutorial.
You have understandably misunderstood the attack mechanic. The character being knocked back is far from accidental and is actually one of if not your main source of offense. The swing of the weapon will hit enemies as well as when the character is flung into them - inspired by the "you are the weapon" prompt. The potential misunderstanding of this mechanic is actually something that was considered a significant amount during development. However given play testing and the description on he page we figured it wouldn't be an issue. Thank you for bringing this to my attention.