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nobiy

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A member registered Jun 21, 2020 · View creator page →

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I already did :)

Thank you! I realized the tutorial was very important, because otherwise it'd be very difficult to explain what "off-beats" are to the player. I think I spent almost half my time building the tutorial and other visual aids to help the player understand the game. 

Crypt of the Necrodancer was certain an inspiration! I was hoping to build something like it but more focused on navigating the world rather than fighting monsters, and I think I succeeded to some degree :)

Thank you for playing! 

Re: difficulty options - my idea was that the "harder" songs have faster speed and beat pattern to add extra challenge. You're right the map doesn't get harder. I'd have liked to implement another more challenging map, but didn't have enough time.

For syncing music, this video gives a good method: 

Great work! Grilling is certainly my favorite summer activity. 

The gameplay seems to be on beat, but I'd have liked some feedback when I get the timing right, like a sound effect or score popping up. Some juicy effects like that would really take this to the level!

That's some ambitious scope! I appreciate the art style and atmosphere. Good music choices. Also loved the animation - very charming. 

It took me a while to figure out how to get down in the first part. I almost gave up, but I'm glad I got through it, because that was quite an adventure!

Surfing wizards is hilarious. The swapping mechanic is a fun twist too. Great work!

Great voice acting! That added a lot of charm to the game. I also like that the notes are 3D instead of just being on a track. Unfortunately the music got out of sync with the notes later on, but it's still fun to play.

Thank you! I’m glad you enjoyed it! 😄

Thank you for playing! I’m happy you liked it! 

Thank you for the thorough review! Seeing that you enjoyed the game makes me very happy! 😃 

I’m really glad the music synchronization felt good. That took a lot of time to get right. I kept running having issues where the syncing worked well in Unity Editor but then breaks in the Web build. 

The song/map select click target issue is something I noticed as well. I tried briefly to debug it but couldn’t figure out why, so I left it as it didn’t affect the function too much. 😅

Haha Zelda really had some influence! I looked at Cadence of Hyrule for inspiration. Thank you for playing! 

A creative use of the theme. I enjoyed it! Well done!

Such a creative use of the theme! It's fun to try keeping the sides balanced, but I wish there were more depth to the gameplay decisions. For example, maybe keeping each side's stats separate would lead to interesting choices, like whether to place a water tower on the side that it's needed on, or on the other side for better balance.

In any case, I really like this concept. Well done!

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I got stuck in the claws of the crab... I didn't expect to be so bad at this game XD 

Very cute artwork, but I feel that the unique shapes of the fishes could be used in more interesting ways, maybe packing them into boxes?


I got to the final boss (I think) but I died in one hit even though I had 4 health! But otherwise a fun game, well done!

This is so good! Controls are tight and the dash to spin mechanic adds a nice risk reward element. Each opponent felt unique, and I had fun figuring out how to beat each of their their special abilities. On top of all that, the wacky characters and funny writing really adds a lot to the game. 

Thanks everyone for playing. There was a bug in the Jam build which would let each player have multiple entries on the leaderboard. I cleaned up the scoreboard a bit, keeping only each player's highest score. 

I'm glad you had fun playing, thank you!

Thank you! Input issues will be fixed soon :)

Thank you!

Thank you! I'm so happy you had so much fun with it, and congratulations on the high score!

Great art and atmosphere. Very well done! I really felt tense in the first few rooms. However, after repeatedly dying from the same ghost camping a door it unfortunately got somewhat frustrating. 

One idea you could try: After a ghost hits the player, despawn that ghost, and don't reset to the previous room. This way, you not only avoid the frustrating situation of the player being stuck due to a ghost at a door, but also gives the player more leeway to take risks by sacrificing health to go faster. 

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Very cute art, simple but challenging gameplay. Overall well done, I had fun playing your game! As several comments already mentioned - there's too little time to react to new information (where the hand is spawning, what the new keys are). Also, perhaps an easy way to make the game easier and also more interesting at the same time is to add health and health pickups. Then the player will have some leeway if the key switch messes them up, and it also gives them incentive to switch lanes other than just dodging obstacles. 

Haha I like the story behind it. The art is funny and cute. Very creative.

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Solid game with a classic formula. I think it'll be interesting if killing enemies gave some bonus. Then there'd be a risk vs reward - you can try killing the enemies for more score, but risk getting hit. Overall well done!

Great entry! The art looks really nice, atmospheric. Found a bug where I can just hold forward and glitch through objects. I think it could be interesting if there were some collectables along the way. 

Good work! The platforming is fun and challenging. The gameplay is very well communicated, with things like instructions on the wall and the ruler on the bottom. I like that your boss follows your movement so there's some opportunity to play around that. 

Great song! And gameplay was surprisingly fun for how simple it is!

Cool visual style. Looks like you put jump on the release of the button which felt odd. Also couldn't figure out how to defeat the enemies?

fun concept! I'm not sure how the scoring worked, though.

Great! That's the type of risk-reward I wanted to encourage. To score high, you have to pick up speed boosts, but then you risk missing a turn and losing it all.

Thank you for the thorough review! Haha blurry is just because we couldn't figure out how to scale pixel art properly :P

Thanks, zooming out on my browser worked.

Interesting idea, but it needs more ways to challenge the player. The biggest problem is the existence of a no damage tower (elf+food), as it's so good that it makes everything else irrelevant. You can solve this in many ways - making sure every tower does damage, always adding a random tower each round, making it rarer... etc. I think the game has potential though and hope you continue to work on it!

Lovely art and intro sequence. Gameplay was good but I think a few small tweaks would make it even better: faster horizontal movement; more zoomed out camera; some option to avoid the enemies (either movement needs to be faster & more responsive to be usable for dodging, or maybe an attack/block of sort). Overall great work, one of the best entries I've played so far!

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Thank you, you had a very interesting take on the theme as well! 

Thanks!

Thank you! I noticed that too. I'll post some improvement on the controls post jam. 

Thank you, I'm glad you enjoyed it!

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Yeah. Great observation on the input queuing. I actually implemented that just yesterday but didn't make the deadline :(