if this were gambling you would go into debt.
NcsAsp
Creator of
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damn. This is really hard.
as a musician, I came in cocky. really cocky. i was really stinkin' humbled by the second level
I think in order to make this a better game, the melody needs to stand out over the drums more. I found myself not being able to focus on the melody in order to remember it. Either that or there needs to be some form of indicator of when in the track the note was played.
However, I'm fairly certain that won't work for round two, due to the fact that you're supposed to play the melody back at twice the speed it was played, which is INSANELY DIFFICULT, even if you're only playing two notes.
This game is hard. Well done!
An interesting Idea. I've always enjoyed the concept of the world not existing when it's not being observed, and the way it's completely regenerated is interesting too.
However, there is a bit of a load time upon rotating to a new section. I'm not sure if you have plans to continue working on this, but instead of only loading the terrain that's in your FOV, why not just reload the terrain that's no longer in your FOV, while keeping the rest of the world constant if you understand what I mean by that.
Otherwise, this is a really fun concept, and it makes for a really cool game!
I was about to comment something else, but then I read the description again and it made sense.
Anyways, It's an interesting concept for the game. My only complaint is that the time it takes to swap between weapons is too long. It's nearly double the time it takes to fire a second time normally, and even that is on the verge of being too long.
I also don't think there's enough incentive to move exactly two spaces. Yes, the weapon becomes more powerful, but to maintain that bonus, you have to move two spaces again. Instead of shooting, you spend your time moving around the board, trying to get the weapon bonus, and hoping to god you don't get the shotgun weapon, while moving more than two spaces, or less for that matter, is still fairly powerful.
But otherwise, It's a fun concept for a game! I ended up with a high score of 126.
Quite a simple game. Enjoyable. Until you mess up, but enjoyable nonetheless. Got to 103.
This feels like one of the older mobile games, like, before they became money-crazy and filled them all with ads. You could put this in the same room as flappy bird and you could easily gaslight someone into believing that this was an iphone game from 2002.
Nicely Done!
Fun Game! I particularly enjoy the effect that you get in normal golf where the ball flies over the hole if you go to fast.
No.
No I do not enjoy that effect.
I have failed several courses now because of that effect
This is why I don't golf.
At the very least, your game has given me the same level of sheer frustration as normal golf. That has to be worth something.
Interesting Game.
First off, I have encountered a glitch (presumably) multiple times while playing where your bullets count down, but nothing is fired. This has happened relatively quickly into the game both times, so I haven't been able to progress very far.
I noticed another glitch, where pressing escape to pause would not pause the game, and simply blocks the screen.
My other comment is that I think the game's difficulty scaling is a bit fast. I found myself in wave 2, overwhelmed with enemies, without enough upgrades to deal with it.
Otherwise, I really enjoyed the game! I think the soundtrack goes nicely with the game, and makes for a very enjoyable experience.
Personally, I would enjoy this game more if It didn't simply feel like Rock Paper Scissors. As much as the art of game is cool, It would be better if there was some strategy in the way the cards are played, more than just "how lucky can I get"
If you were going to update this game in the future, I would recommend adding a card draft system, where you could create your own deck, and have that deck run through the dungeon. It would give a larger sense of control throughout the game, and create a larger attachment to the cards.
The other option would be to give cards special effects, similar to a normal card game, where for example, one card may have low attack itself, but it multiplies the other card's attack by two. That way, if you draw that low attack card, you still have a chance of winning if your opponent draws bigger than you.
Great game. I just can't beat him
That's a me problem though, not a you problem.
In my opinion, there isn't much that I would change, apart from the background. I remember in the discord we had a bit of a convo about the backgrounds, and i'm a bit sad that you never changed the background from plain blue. I did, however, enjoy the game itself, and i don't think that I would change much about the game. It's difficult, and I like difficult.
Reminds me of Crypt of the Necrodancer. The only thing I would change, is the max combo. Even after I beat the guy once. I went back to try and get a x200 combo to beat him in one hit, but unfortunately, that was not possible. That, and beating him on 3 hearts, would be the ultimate flex here.
I also really enjoyed the music to the game, which was very well made. Rhythm games are hard to make, due to the fact that if you're off in the programming by just the slightest bit, it doesn't feel good, but this one was. This one felt very good to play.
Interesting Concept, although it's not just the web version that seems to be busted. I can't figure out how to hit the boss with the daggers, as the player can't really control where they look. If it wasn't for that unplayable bug, i think I would've enjoyed this game. I'll give you the benefit of the doubt on my rating.
Nice game, I enjoyed playing it, until i realized you could go one-by-one and accuse every single person without consequence. You also don't need to pick up any evidence that supports your claim. Other than that, the graphics look nice, and the story itself is good. My only other comment is that the walk animation of the character doesn't ever stop.
Otherwise, It's a great game and I would love to see more.
Pretty decent game. It seems like it would be an idle game, but it's really not, as the game is over before you get to the point where you can AFK it most of the time. There should also be a way to stop at a shop so you have time to read what it says before making a decision, but otherwise, it's decently made, and the art looks great.
There are a lot of good opportunities that I can see you've taken here. As a previous comment said, defending the boss instead of killing him is a very new idea that I don't think I've seen in a game before. It reminds me a lot of the Undyne fight from undertale, except way harder. If you had more time, I would've playtested the game a bit more and balanced it out, but other than that, it's very simple, clean, and well made.
I enjoyed the game, however, the one thing I didn't like, was that there wasn't really an indicator to tell the player which way the hearts were in. After trial and error, I found them, but I didn't really have any idea of where to go next, which is not great. Otherwise, I really liked the sound design and the style of both the player and the decorations.