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nightbat13131

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A member registered Jun 13, 2020 · View creator page →

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And then there were so many unit, everything froze :) ((playing on mobile ))


Highscore: 343144
Score: 1454
Time: 236


The one suggestion i would make is to revisit your logic for the random upgrades. Sometimes all three upgrades are the same - ideally it should be three difference choices each time. Even go about blocking different rarities of the same upgrade type. 

I like how challenging the puzzles get. I was surprised to have to care about timing.  The other characters walking around based on the door made sense very fast. I got as far as level 10 - I didn't feel like trying to work out the timing. 

I felt like the levels where to large for the activity. 

I'm only kind of certain that i got to the end, but I loved it. Delightfully creepy - needed no introduction. 

Thanks :) I'm glad it was disorienting in a good way. 

Thanks for taking a look and the feedback. Bittersweet is a perfect description for how it felt to pull out some of these memories. 

The investigation into the bug continues.

[Spoiler]...







The glass shards get used on the big mirror in the brown house basement.

This then unlocks the final interaction that isn't a part of the count. 

It's cute that the mechanic is called "confuse".

It has that thing I like in music videos where there's a double meaning and as an interactive experience I get to turn on that second meaning. It would be cool to see the other stuff you were going to add some time. 

I'm glad you got a few laughs.

Its' really unfortunate about the browser errors. Thanks for using the .exe.  

(I could have sworn I already posted this, so forgive if you see a duplicate)

Too me several playthroughs to figure out to pick up the balls. These plays were still a blast because every interaction with the ball was delightful - I love all the sounds that they make and running to "kick" them into the pins was a great time. Being able to pick up and actually throw balls and pins later on became a benefit. 

The2nd level felt more like a cool reward for exploring and having a timer for space walking made perfect scence. 

It was neat that collecting the shoes made the player stronger - and triggered the music. The background flashing was fun - I think it flashed more when I was moving which was a good visual reward. I got as far as the moving floor platforms while being shot at. 

I think the music note blocks vanish too fast, especially when hit from any direction other than the top. 

It was neat that collecting the shoes made the player stronger - and triggered the music. The background flashing was fun - I think it flashed more when I was moving which was a good visual reward. I got as far as the moving floor platforms while being shot at. 

I think the music note blocks vanish too fast, especially when hit from any direction other than the top. 

Hints for picking up an item: Be pressing and holding left mouse AS you run up to it and you'll pick It up when you get there.

Though I LOVED just running into the balls. 

Thanks for the call out, it certainly took a more personal turn than I expected, but music can be like that. 

Good notice about the rotation of items in the room. As a part of the technical execution, the rooms rotate to match whatever door summoned them, so the perspective for each item mostly matches the wall closest to it. Hopefully the weird rotations of objects also help establish that these are the same rooms being shuffled around.  

The webgl2 errors (of which my understanding is that the memory out of bound error is of this family) have weirdly haunted me for this project, but not others. I appreciate you being willing to download the windows version to see it in completion. 

wild ride - mostly very fun. Wish the controls were ... at least a little more controlled. Maybe if I could at least steer when the kid is flying? 

Since you don't have a penalty around missing beats, I think not being able to hit all of them might be okay? Gives the player more opportunity to advance? 

Gradually Moving faster could add more stress around a boss - or if you only ever have the one enemy. Doubling every time might be to much, but there are ways to work in more movement for sure.

If you have more enemies or enemy types, they can move on different beats of the measure: type A moves on1st, type B moves on 2nd... And then really dangerous enemies that move on 1st and 3rd.  Not sure what's been tried and failed in this genre before, so not sure how well those ideas do or don't execute with players. 

I think the overall look great - vibes so well with the song.

The falling notes are compact enough that I feel like I can mostly fail based on my own skill and not UI issues. The space bar almost never felt good - not sure if that's because I'm not in this genre hardly ever. 

My focus needs to be so strongly on the incoming notes that I have no awareness of what's happening with the bowling ball - when I read the idea that I would use any information from the right side to make decisions about the left made me laugh. I think to get that to be realized for the player you'd have to find some way to combine the two sides. 

The environment is wild and wonderful. I played before reading your full description and I was able to pick up on the environment being soundscapes. I'm glad you put so much effort into the appearance and theme of the visuals, the song really deserved it. 

Very neat - I think you nailed that kind of abstractness and strong art style that this song needed as a complement. 

Very neat - I love the look of of it. 
I think I would have liked if the song played more consistently? Maybe I missed what triggers it to come on. 

The description around the game sounds like it should be stressful, but that doesn't come through in the game play - I expected the bugs to eat the coins and create a risk reward situation around more bugs. 

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You did successfully inspire an actual end to the game :)

The text now also stays up so that its revisitable. 

I also realized there was a bug that was making the game take far longer than it should, so that's cleaned up. 

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I ran across this YouTube short that just happened to show the exact TV that was in my grandparents basement from the "hotdog"  memory. wild. ((This is NOT me, just had to share.))

Thanks so much for the play through. `how weird still feels good` is a new balancing act and I appreciate you walking the line with me.  

There isn't really a finish, just an end. My original scope was everywhere I've lived and realized that's too much to get done with high quality in the current time along with torture for the player.  Adding a count of events was a very recent addition to help reduce player pain with the amount of uncertainty I've planted here. 

One of my goals is to do a dev posting that spoils how the doors work for those who want to understand what in the world is happening. There is some hints regarding color and room type that might help people who want it. 

I'll consider displaying all the text instead of just the most recent one for each event.

  • Was moving on the beat hard, were the visuals helpful, did you feel cheated or they were out of sync?
    • It seemed weird to only move on the first beat of the measure for such an energetic song. 
  • Is trying to avoid the enemy fun? Easy to cheese? What did you like or dislike?
    • I was only successful in avoiding the enemy when I successfully hit the beat and got through the level fast enough - didn't really seem like any other strategy to dealing with it than going efficiently on the correct path. 
  • How did you feel about the pacing of the game? Was it too slow and/or easy? Should the beat notes be more frequent or varied?
    • The current build does not seem to reflect the energetic nature of the song. The song sounds 4/4 to me - you could likely get away with allowing the player to press on each quarter note instead of only the 1st. 
  • Was collecting items a fun challenge? Is there something you'd add or change about this goal?
    • Maybe add an indicator for what beats the enemy is going to move on? 

Thanks for the warning, let me be prepared for something more sureal instead of getting mad about not seeing where i was going each time. If only life were so kind. 

Too dense, how do I solve anything...OH, I'm SUPPOSED To fight the monsters. lol, AMAZING as soon as that clicked.

Okay, so I stuck with it. I figured out I could only move bees when there was no music then I figured out that they don't have to bee next to each other; the music note will "jump gaps," and that was really satisfying - making groups of bees singing that "spit" the note to the next group.

The controls feel so good that it immediately let me know I have to see what all is going on. Stumbling upon a mysterious pickup item pushed me to the end.

The controls feel so good that it immediately let me know I have to see what all is going on. Stumbling upon a mysterious pickup item pushed me to the end.

Thank you so much! You nailed every detail I worked so hard on and it means a lot :) 

I think "over the top" might be an understatement, the difficulty grows fast with my five levels. lol

"your body is also a wall" is a nice addition to this trope.

I love it so much.

Congrats on Winning the Game Jam!

Sounds good

I did figure out the second time around that the squares over my head show how many moves until opponent's turn. 

So i find myself wondering if the colors of the match matter, or if it's just match = attack? Chained matches seem to trigger more attack? 

It's a solid start for sure.