UI is definitely one of my weak points haha. And yeah, UE4.23 is last version to (easily) support HTML. I had issues like disappearing models, Post-processing not working, and even fonts not showing text correctly. Even then it's annoying haha
PsylimePsylime
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I'm also not great at rhythm games but wanted to challenge myself making one, so I can agree it feels wonky. I'm not sure on the 16:10 but it could be the UI scaling weirdly with the anchoring UE4 does. I initially wanted to try scaling the entire game getting incrementally up to 2x speed but I didn't get around to that as I'd have to scale the music to the speed as well. I could set the global speedup time of the game but it didn't affect the music haha. Thanks for playing!
I wanted to have perfect reacts, but i regret the timer i went with as I could have made it much more precise than what was implemented, thus there is not "perfect" execution. Only a correct/incorrect haha. And I argued between it being a pre-input/in the moment where based on the input you did it did a right/wrong reaction. Ultimately went with pre-input as it was easer to keep the game cycle in sync best without having to redo a whole lot haha. But thanks for playing!
Enjoyed the art and the casual gameplay. It would have been nice to see more enemies that showed up. After two lines of 1st Egg in backrow seemed to suffice for the most part. Very nice though, would have liked to see the synergies. Would love to see more of it! Oh and also, was definitely shocked when giant Doki showed up haha
It was quite hard to avoid the fireballs, are the going to follow you till they hit something? If so I'd probably put a timer on those for how long they stay out, or decrease their power over time maybe. It was also a little hard to tell if my hits were registering on the heads, as the RMB attack was instant but didn't always look like it was doing anything. Nice work though.
Solid game. It was hard to get used to the movement, it felt like Doki was dashing in places where i was trying to go slowly. I think mainly that happens when your hitting a boundary box of some sort. The only thing I could suggest is a warning that your approaching the edge? Otherwise great game. Solid work.
The timing is a bit weird I agree, I have the "correct/incorrect" tones on the very last moment if its a yes or no, not with the input itself. This was to keep more in with the beat of the music just incase the tones went out of beat. (that's my explanation for it, but yeah agree it could be better). It has the visual queue of them being darker when they're not active and light up when they are active but guess I could have done more there. Thanks for playing.
I managed to get the idea of what was going on after a bit, I had to restart a few times because if you didn't do things in the right order (clicking the card first before the slot) it was soft-locking me from placing, or even skipping with enter. I managed to get a nice little defence/offence balance going where Evil Tomato didn't stand much of a chance haha. Nice work.
It was very difficult till i stopped using the 3rd Tactic, 1st and 2nd were more balanced as I was finding it hard to hit the targets with how quick and random they were. Dodging for more turn time is nice. The fact it gets faster and takes more inputs each time you dodge was fair. But yeah the only thing I could say is have the targets after the first gold coin spawn higher, or move a little slower. If you miss the first few you don't get much time with the rest of the targets after that. Also assuming crawling through the vents is a MGS reference haha? Lovely artwork and music too.
Yeah, that seems to be the common consensus on encounter rate haha. I don't even know how Connor ended up facing the wrong way lol. I know I rotated him, maybe it didn't save the level right. Let's just put it up to Connor is to Chad and doesn't find them a threat haha. Thanks for playing and for the feedback!
Haha yeah, I intended for more than just the same guy, but had no time to fit it in. The original random encounter rate was shorter time than current haha, so that would have made it feel worse. I talked about it in other comments that I was even going to remove it but didn't want to waste the time spent on it haha. Thanks for feedback.







