Thanks for pointing that out! I did a little fix that I hope it works now. This project was somewhat put on hold for now as we couldn't really figure out the proper way to move it forward, but I think this proof of concept is still fun. Also Upheavel looks amazing! I've wishlisted it and hope it's a success.
Ludomancer
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Sure I know the mockups are the main point of the jam but is it ok if I get ahead of myself and also put the prototype/playable something on the page as well even if it doesn't matter? I might have the free time anyway. I'm saying this cuz I usually mockup directly into unity with half-playable stuff and buttons clicking but not doing much, etc, and sometime there is some gameplay too.
I played for a couple of minutes, I would say the first thing I recommend changing is the music. It is a non-loopable track with 10s, which is very annoying. Then I'm unsure if the stats of the characters make sense since the third guy has the best ability, which is the axe, as well as the highest stats, so not much reason to play with the others. Another thing I would add is a bigger level, playing just in the screen feels really boring and repetitive. Other than that I will keep following since I'm making a VS-like myself too, and will soon put a demo here if you want to follow me too :)
This felt really good and polished, you worked roughly the same as me but with much more content I feel jealous! lol
One thing I would add though is that some cards I didn't really knew what would do so I didn't pick them because of that. I also felt the knockback didn't worked sometimes. Sometimes enemies would also randomly run circling me for no reason to.
Btw how is the maps generated? I'm very interested in procedural generation and always like to understand how people do it.
This truly felt like playing a 90's indie game, not that I ever did that lol! I think it could also be nice to add some commands to understand, I couldn't open the quest log, and possibly it would be cool to have some action closer to the initial village. Everything felt too long to reach and most of my time was just walking without really doing nothing.
Ok so this was interesting. It did felt a little bit overwhelming all that info in the beginning, couldn't really choose correclty my party with that, maybe having some starting monsters with less stats and abilities and growing from there? It also felt quite hard couldn't finish the first route lol but it does feels nice and polished.
Wow this was a very nice experience. I would just add to the choir that all the info in the beginning might be too overwhelming at first. I get that it's nice to have icons in every skills but I feel a written description would be better for me to understand. Maybe explaining each icon whenever it appears, and the initial battles at the beginning involving simpler attacks just to understand turn order and stuff.
Megaman is a good reference on this, it very slowly introduces each mechanic for the player while always throwing some challenges to make sure the player understand that specific mechanic.
Also I think I couldn't pick correctly a sky/ground in the base creation, maybe it was a bug or maybe I just didn't understand it?
But other than that this was great, very polished, and fun. Keep it up please!
Wow such kind words, my friend! Thank you for this kind and thorough review.
Your complain was the same as everyone, about the instadeath lol. I'm working on some health system and energy system to make longer playsessions, I guess I wanted to be inspired by devil daggers but the most fun in the game is to keep on the level and listen to your song so dying fast is not as cool. Having a scoreboard is also on my mind so that people can keep track on how good they were on each song, though I think the enemy generation based on music is a little too random to make that consistent, but it may not be an issue, idk.
Your comment, and everyone's else too, actually made me get out of the inertia I've been found myself and now I really am willing to keep on with this project. I've been talking to a couple of programmer friends who can help me tackle the biggest technical issues currently happening. I really want to make the most out of the data from the songs and make it interact in a unique way with enemies, levels, and stuff....not just shooting flying dancing skulls lol(which is cool for a 7day jam but, c'mon, it's not enough)
I for sure will have something to show you in the near future, keep following please!
Right now I'm just working with frequency waves, so it's a challenge to make big variation on gameplay. It does affects both spawn rate of enemies and their speed, so calmer songs should be a little easier than faster/louder ones...but that's it. I'm thinking about adding some enemies variations based on the frequency band, but I'm still kind of limited by frequency. If I were workign with midi files than yeah I could do WAY more stuff, using music notes and more, but then people wouldn't be able to just upload their .mp3s to play, so that's my limitation right now. Also maybe I will try to synch the shooting with the beats of the music, but I'm not sure how to do that yet lol
Thanks for the great feedback!
Yes, I noticed that the levels felt a little flat in the end. I guess with the jam's time constraints I couldn't deliver much variety in time. The generation based on audio and specially the importing musics parts kind of drained almost all of my time, but were stuff I really wanted to do more than anything else.
Hopefully with my spare time I can work on some improvements and have a bit more variety to each level and to the gameplay overall. I plan to add more enemies, environment, and also a simple health and energy system. I think it will be better in the end.
Will make sure to watch your streaming as well!








