Understandable, it did cross my mind that you might not have had the time, considering i struggle with this a lot, getting distracted on many projects and not finishing specific ones definitively. Thank you for the reasoning and best of wishes with future projects!
tomsterBG
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That and a bit of QOL.
This dev has shown they can do amazingly with the latest GMTK 2025 entry they've made, so i'm sure they have the experience.
Why only arrow keys and Z instead of WASD and space? Those controls are much more standardized and you can have both with such a simple control scheme.
Also show, not tell. The tutorial opening every time is very annoying and it could just be opened with a ? button and the game can be designed to show how to play.
I think at first we should get a slower speed too which ramps up to the current speed, just to ease off the learning players at the start of a round.
Pro tip: I assume your bug with the generation is caused by having an integer and a float where the 0.1 is the float and when you add 0.1 to an integer, it just discards that because integers are whole numbers. I would usually have the number be a float, or if it must be an integer i'd make a new variable to carry over the sub-integer values. This carry technique is very common and used in every single computing chip nowadays too. The idea is simple, check if your carry float is 1 or greater, then separate the whole number and add it to the integer while keeping only the remaining non-whole number. This can be done with a modulo of 1.
Interesting! I am so rusty from years of not playing neither osu! nor the Roblox version of FNF and it's my first time playing this one and somehow apart from one reset in week 4 or 5 and until i change my input in the tutorial, i first-try completed the whole story mode in hard and got greater than 90% on almost all the songs. Either the story mode is lenient for casual players to be able to make it through, or i'm not that rusty after all. Either way, cool game :)
Calibrate with C, but keep in mind the web version runs one one thread, meaning it is performance limited. Basically web versions will lag more if you have Windows and other random processes running in the background so close everything and check CPU usage on Windows Task Manager (Ctrl+Shirt+Esc). For me it's not a big deal because Linux minimizes background processes and all my threads are under 10% usage.
I have been visiting this game every now and then and it just feels amazing to play!
Thank you for updating it and making the progression a bit better.
There's something really cool about how this game would be nothing without the music, but the songs are so good, they make the whole vibe fit really well and every time i play this, it just puts a grin on my face :)
I love this thing!
One quirk i find is that at larger distances (for example 800) i placed a crossing and it appears to lose precision and start z-fighting. The UI for the horn right before that crossing is also jumpy because of the lost precision. Perhaps build the game in a double precision export?
Also to add a new level i have to go to the files and duplicate a level instead of clicking a button. That would be a nice addition :)
Since it's that easy to add new levels, why not make two main tabs: official levels and extra? The official levels are the first three and all the other ones you figure out are high quality, and the extra levels are just for additional content so people can have more to play with.
My custom level was attempting to be a bit longer, ending at 1200 and the point was to see a different behavior of your mechanics: speed. Maybe one of your levels can force the player to go really fast?
I love this SO much that when i first played it, i immediately started getting ideas and urges to make it better! It's fun, creative, especially the crosshairs on the lasers make it very easy to adjust the aiming. It instantly reminds me of games like Cosmoteer and I think it would become an amazing game if it gets an aimable laser prism inspired by that game. The screenshots are just begging for some complex laser action!
Very cool and interesting, I love the fact that even though it sometimes feels too difficult, there's some "buffer" mechanics that I could use to make it easier like forcing the robot to stay next to a wall by holding a button or after jumping, forcing a direction by holding a button. These tactics really help when using the overcharged robot.
