Thank you very much for playing!
Vitbull88
Creator of
Recent community posts
The idea is crazily good! The difficulty, at least for me, it's too much though. It is hard to correlate what I see on the screen with what I need to press. I guess if you play more, you probably get it though. I reached the end in the easy mode. That's what I feel is the most appropriate level of notes to hit, at least to begin the game. I'll give a try to normal, but there is a lot of notes :D Nice game!
I read FMOD documentation, and found out that they require a player interaction to load the banks into the browser. Not sure why they do. I am working on adding one more screen in the WebGL version of the game, so that the player is forced to click to start the game. It's very annoying, but at least I am sure people will hear the music :D
Ok I understand what is going on, but I have no idea why. Immediately after the game loads (unity bar), you must click on the screen, and the music starts. It seems that the window is seen as inactive or something like that. It seems that clicking on the window allows the reproduction of the audio to the browser. Honestly, I never saw anything like that. I guess it is due to FMOD, it is the first time I use it
Consider reducing the screenview size, and adding the fullscreen button from Unity settings. The game is too large, I was missing the button. How is this a 20 second game? I think the gameplay lasts much more. The cutscenes and dialogues a fine, but the gameplay should be shorter, in theory.
Anyway, it's an interesting concept. However, it would be much more fun if the arrows would follow the rhythm of the music. Now they are just random, and it becomes pretty boring
The art is well done. First suggestion, the player health is on top of the player head, not above :D
Also, I really feel that the game should be a ranged weapon game, a gun or sort of, not a sword. The point is avoiding the bullets, if you are close to the enemy you basically can't avoid them. You can't really wait, since you have 20 seconds. Or am I missing something?
Anyway, well done!
The game is very well done and fairly fun. To my opinion, it would be better to avoid shuffling the controls though. The point should be to get the muscle memory, and bound each fruit to a certain key. If you keep shuffling, you just end up looking on the top corner, and you easily get frustrated.
Overall, a nice game
Fun game! I scored 19400, but I see people could score more than 20000, how dare they XD
Loved the controls, while a little less floatiness would be beneficial, but not much! A floaty character is appropriate for the game. Very well polished, and nice art!
Another suggestion, consider changing the color of the first text. It is hard to read write on a clear background ;)
Thanks so much! Can't wait for your feedback 😄 yeah, I wanted to try something different since it's more natural to produce a "casual" game with a 20 second time limit. Just wanted to provide something different. It has definitely been a big challenge, and probably the game is a little unclear, but I hope I made it in some way
To what I experienced, if you enter the flow on its end, you don't get any push. If you enter the flow at begin, you get max push. So basically, to get the max push you need to slowly go down, and then enter the flow. It's a little frustrating, that's all. But again, it's a detail, not saying that it affects the game badly!
Nice level building! And great cinematics and animations, amazing job on that side! The gameplay really needs some rethinking though, the fact that you need to press a button to extract your bow doesn't make much sense, since there's no point of not having it in hand, you're just fighting. Also, there is no way to avoid enemies after you hit them, they'll just charge you and you have a... bow :D it feels like rpg combat in an action game. Overall, nice done!
Nice little game! The art style is beautiful, I like the contrast between the red balloon and the black and white environment! The gameplay works ok. My only suggestion is that, for improving the puzzles, the push given by the air flow should be independent by the point the balloon enters the flow. In that way, you could control better the puzzles, and make them more interesting. But it's a detail, overall a nice job!
Yeah I agree, indeed the music game was initially vertical! But, I thought that Justin would have made it horizontal, just for bothering the player, so, that's it XD I know it's a little frustrating, but it's the spirit of the game. I accept the critique though, makes a lot of sense!
Thanks for playing!