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Gawyn Games

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A member registered May 22, 2020 · View creator page →

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Thanks for playing and for the feedback! Your comment gave me a pretty good idea, in that perhaps there could be an undo button (that only works for like 4 measures and the last beat), so it is less punishing to the player if the mess up while still requiring skill to place the note.

Hi! Thanks for playing! I'm definitely considering adding that as an easy mode toggle, but I feel like there's a good challenge in it of itself, in having to place your notes. Once you get the hang of feeling the beat I'd say it isn't too bad!

Hey, thanks for playing and for the feedback! I'll definitely consider adding a few more seconds at the start of the game!

Although one thing I might look into adding for the full release would be an easier mode where the player could click on the spots as opposed to having to time it.

Will need to test it first if I decide to implement it! Thanks for your feedback!

I will say it does getting some used to, and if rhythm(ish) style games aren't your type of game that's alright, not every game is for everyone!
A personal tip is to listen to the music as opposed to looking over at the right whenever you want to place notes. Feel the beat rather than just trying to time it by looks.

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Hey thanks for playing! I will do!

Join this discord if you'd like to receive updates and provide feedback as well, would be greatly appreciated!

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This often happens with Unity executables (as they're unsigned), you can google it if you'd like.

Thanks for letting me know about AudioSettings.dspTime! Just added it to my game (not yet on itch) and the audio has no more noticable gaps in between loops. Thanks!

Thank you! Currently, I just input the bpm, and it resyncs every time it loops. However, for the full Steam release I'm changing it to use a more accurate AudioSettings.dspTime!
For the visualizers, I use the built in GetSpectrumData function and scale the sprites off the strength of each channel.

Yeah, I think ADOFAI does it the best. If there's too much variance in your inputs it won't take it and will make you recalibrate again, or if you didn't tap enough it would make you do it again. Would be a good thing to mimic if you decide to further develop this game!

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Hi! What I meant by automatic calibration, would be to do something like what osu and ADOFAI does. I assume they get the delay of each input, and then average it to get a pretty close estimate to the delay of the PC.

Congrats on the high audio score!

Hey! That average is higher than expected, considering my narrative is so low. I wasn't going for average at all though since I don't really make narrative games, and since Mark isn't basing it off overall or average anyways!

hey! I know this may not have been the rating you wanted or expected,  but this is genuinely AMAZING for your first jam! Take a look at my first one, barely top 50% lol. Stay encouraged, and do even better next year!

Thanks!

Congrats! I remember playing your game in that discord server and it was very very fun!

Super neat idea, but really difficult! (perhaps the fast enemies are a bit too fast)  I think with some more time to tune difficulty it would be even better!

One thing I will say is that I felt like my mics kept dying randomly, and I couldn't really figure out why. And another small nitpick is the manual calibration. It might be confusing to casual players what it is meant to do, so I think having it be automatic would be even better. Again though, this is a very small nitpick as I didn't add calibration either (I just assumed 100ms of delay).

But overall as a rhythm game enjoyer, this was really fun! Amazing work!

Super fun game! Only nitpick would be how the energy seemed to get stuck on towers really easily, but other than that I could see this being a full Steam release later! Super satisfying sound effects as well!

Thank you! Yep, this game was inspiried by Laserwave (the game you were talking about). One way I thought of making patterns more interesting would be to make certain pattern parts give buffs (e.g., two kicks followed by a snare would double chain length).

I did not use an asset though, since the clips were typically 4 measures long, I just looped them and reset the current time marker every time. Of course, you would have to input the bpm so it would know when the eighth notes were.

I'll definitely try your game out later!

I can't seem to reproduce it anymore, which means it was probably pretty minor! I'll let you know if I can figure it out

Really fun game! My face when I realized it was tower defense LOL

Love the little personalities everyone has! I did notice one small bug however is when you tried to place a tower when your train was already full, it would drain the resources even though nothing was placed. But still, amazing job overall!

Loved the level design! I only wish there was some audio and more levels! Great job overall!

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Really really unique game idea!! I think a undo button would be a really nice addition if you guys decided to develop the game after the jam! Great job with this!

I did get a weird thing however where the branches were spazzing out when there was a green filter on it, as well as the hue shifter seemingly not working, not sure if its due to my device platform or something.

Pretty fun game with a mechanic I haven't seen before (crafting)! But very difficult, I think mainly due to the fact that it takes an extra loop to pickup the spear you craft and that you essentially die if the shape is in the wrong spot as it is unavoidable. Some post-jam fixes and I think this game would be even more fun!

Also, I gotta say the SFX are really satisfying.

Thank you! If I had more time to add levels I could've made the difficult easier but theres only so much you can do in 4 days!

Thanks! Yeah I added the ricochet and found it really satisfying so I kept it lol.

Thank you for playing! Yeah I think I might add that in a later release!

Thank you so much! That is certainly an interesting pattern that you used! For me, the general consensus for best layout was 4 moves followed by 4 attacks with shields (as shield seems better when not on a move), but that's really interesting to see some other patterns being used! As for the incentives, I was thinking I could add buffs to certain patterns (e.g., two kicks followed by a snare) or something of the sort. That would be really hard to add and balance (as well as explain) during the jam so didn't end up doing that.

However, I probably will develop this into a full game, so I'll definitely find a way around that then! Glad you enjoyed it as well!

I really liked the sort of relaxing feel of going through a monotonous life (yes that seems like an oxymoron). Overall, I thought it was pretty good! I also liked the sort of narrative aspect to it as well!

Thank you!

Yeah I definitely will develop this into a full game

Thanks for the feedback!

Difficult, but rewarding! Loved making those giant leaps by charging up boost. Nice juice with the ball as well!

Thanks!

Nice and simple game, and pretty fun!

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Loved hitting burned asteroids into others, the explosion was very satisfying! First time seeing scratch, and its quite polished for it!

Very unique story game! Also a pretty interesting minigame I really haven't seen before! Great job!

Super creative! Got real philosophical at the end lol. Great work, very unique!

Beat it! Definitely enjoying this game thoroughly!

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Incredibly polished game! The SFX fit very nicely and I love how crunchy everything overall is! The screen effects are also add this this amazing feel! And of course, love to see these arcade-style games in these jams. I feel as if they aren't too common. Amazing work!


I am curious, though, what is your personal best? Edit: missed the dev scores lol, was too focused on starting the next game, I WILL BEAT IT

I love the little goofy character! The art style is also very cute, although I was NOT expecting a high definition revolver LOL. Clever level design and mechanics!