I already did :)
nobiy
Creator of
Recent community posts
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:
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. 😅
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!
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.
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.
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!







