Ah yes, good old Dodge the creeps tutorial, keep on learning!
tomsterBG
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Yeah, could be thought of like that. A template being a custom combination of rules that you can use like a normal rule.

Here i use P from P^Q and then Q from P^Q, but instead of using this twice, i would make a template with both rules and it will then say Q from (P^Q)^R. It could be a big technical hurdle to make it work correctly though, or it may end up being easy using the already existing way to create trees from rules, just replacing A, B, C with P, Q, R.
And now that i think about it, functions/templates could be very useful if made persistent.
For example i want to more easily say that things are commutative. I create a new template Q^P from P^Q. Now i can reuse this custom template everywhere like a rule.
The concept is very cool with the way you have to manage the physics objects. The cat also adds a cool layer of something happening.
However, currently the user experience is not well done. For example you could let us click things instead of pressing E on them, you could highlight which thing is being looked at, for visual clarity, you could make the items disappear far slower and actually tell you when they disappear, because it is frustrating to get them spilled from the table and then you have the time to only get two or three items.
I think with a bit of polish to the experience itself, this will become much better because the concept is strong.
Was about to share a way to address the game’s typos, but first i want to address this efficiency problem.
RadTad mentioned something very touching, trading off efficiency and human interaction. It’s a topic that i think, i should spend some more time pondering about.
So my suggestion was, you could use AI with a big token count like Gemini for some of the fixes. Recently i have no idea why they stopped letting me upload .zip files, but i worked around it by coding a quick script that writes to a file the name, path and source of a bunch of files, thus making one big blob of text instead of a .zip archive, so i can just copy-paste into the text prompt and the 1 million tokens will just tolerate it.
While this does make you less connected with people, i believe it’ll help to find a big amount of plain typos and maybe some logical problems like a very frequent pronouns misalignment that i find when you use “they”. You know, he has, she has, they have. That kind of problem.
Also i’ve been finding some other typos which i simply can’t remember off the top of my head, some of them are just aesthetic, such as ending a sentence with “this.That” instead of “this. That”.
Another thing you could do is write a regex script that either asserts some rules, or tells you about it, so you can decide if it’s important or not.
Hope it helps and don’t forget the human aspect. :) I love the writing and puns.
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?

