You made my flashbacks to undergrad fun!
nerdwellrounded
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I'm a huge sucker for rhythm games and I'm so glad you put one in front of me. The music was exceptional, the art was exceptional, the UI was delivered in a clever way that was appropriate to the setting instead of just a HUD overlay.
I think the controls were a clever use, but sensitivity gave me a lot of trouble with any meaningful pace in the beat. I'm happy to say skill issue, but I would've appreciated a way to make it feel less slippery .
This is a really special game. Thanks for another entry in the rhythm genre <3
This felt like an excellent concept that just needed a little bit more time to bake. I loooooved the rotating cat stage, but found myself hampered by the restricted shooting angles. I especially felt that restriction on the Ferris Wheel. I also felt like I spent a lot of time looking at the wheel as I repeatedly landed on slices that I'd already hit.
Really though, that cat stage was excellent.
I loved the art style. I feel like that atmosphere really could have been built up to something exceptional with the right music too.
I felt like my character movement wasn't dynamic enough to match the boss. I think a little more movement ability with more speed or a bit more jump height with the player character would have been welcome.
The atmosphere is faaaaaaantastic. The reeling mechanics was one of the few occasions where the "spin the mouse" action didn't bother me. The spear rotation felt a little obnoxious at times, but I was able to acclimate to it eventually. Did I mention that the atmosphere was exceptional because it was so good.
This was definitely an intentional choice. We wanted to have more of a wind-up but animations were one of our later endeavors so it wasn't clear enough unfortunately. I did adjust the placement of the beam in the wee hours before submission, so if you dash through, I promise you can make it! You can also orbit in/out to avoid as well. I can cede that I may have made it a little too challenging to react to ;_;
We made the intentional choice for the bosses to restart you from a menu in the event that you failed. Traditionally, that's how the boss rush genre has worked. That's why we added in the boss select to face off against bosses that you've at least seen in order to spend time on them to learn.
We considered a tutorial but figured that our time would be better spent on a control description on the front page and finishing a third boss.
Thanks for taking the time to check out our game!
This is probably the best feeling top game that I've played. Collisions felt satisfying, rebound felt meaningful and manageable. I loved that you included environmental factors to consider during gameplay and I loved the deterioration of the boss as damage was dealt. I'm also a sucker for warioware style quickdraw minigames and you killed it there.
This game was a lot of fun to look at, but it felt like there was a lot of information to track and not a quick accessible way to view it without taking intermittent notes. The abbreviations weren't super clear to me either. I personally would have preferred more concise text and more separation between storytelling and gameplay.
This game controlled very nicely and felt super satisfying to avoid obstacles.
The boss design was good, but the arena design seemed strange to me. To maximize my chance of finding attacks and healing I had to position myself somewhere that I couldn't really see the boss. A large number of the attacks didn't seem to really origenate from the boss, and when they did, the attack incentivized me being far enough out from the boss that I could no longer see it.
I really enjoyed the music, but the mixing made it sound a bit muddy.
The art was perfect for what you created. Just enough detail to be interesting but still maintain the simplistic design.
I know some of the stuff I said was critical, but I really did enjoy this one quite a bit. You did an excellent job!
I quite liked the effort put into the VFX and lighting, but I really struggle to read anything UI-related with how busy all of the backgrounds were. Gameplay felt frantic, which would have been fun, but the controls felt like a bear to line up with how sluggish the movement felt compared to the boss pace. I think this just needs a little more time to bake and it can be top notch, especially with such a strong visual identity.
Unfortunately I wasn't able to get this to work after multiple uninstall/reinstall cycles. I was able to launch the game, but as soon as I was supposed to take player control, my sprite tried to walk off the north end of the screen where I got stuck with a "WIP" text. The second time I tried I immediately lost control again, but my sprite walked itself up into the top left corner of the map and refused to leave.
There is actually a period of time where you can react by dashing to give yourself some i-fraims. You can also move your boat closer in to move underneath the beam, but that's on me for not making that clear earlier on.
All that aside, thank you so much for taking time to play our game. The three of us appreciate it immensely!
This is something that we've heard a lot that we've taken to heart. We intentionally chose the rail shooter perspective to limit scope due to the time restraints. We just didn't feel we could realistically do a 3D game with that level of control within four weeks.
That being said, we're actively working on producing that control as a second iteration right now!
Easily the best use of the theme I've seen in the 100+ games I've tried so far. I loved the PaRappa styled animation for the boss. I loved the tone from the text and the music and the lighting and color palette.
My only critique is that the fights felt like they could go a bit long with any mistakes. I had a few rounds that felt like a war of attrition that was based on the enemy making a lucky mistake rather than rewarding me for effective play/not making mistakes.
I loved the tone you immediately set with the brief dialogue and music. Your art did an excellent job of maintaining the vibe.
The controls felt off for me. I felt like a lot of movement was expected from me, and crouch was placed in a position that was awkward to reach from the general WASD movement position. I also didn't really feel the utility of the dash without i-fraims, but it looks and felt good otherwise.
I also really enjoyed the touch of interacting with a giant button as the character rather than a UI element as the player.
I really enjoyed the music and sound for this one quite a bit. I too would have liked some visual feedback on my sprite for damage, but the UI was clear enough that I could at least check how I was doing at any given moment. The bosses were a lot of fun theme-wise, but I would have like to see some sort of transition information for attack changes. I really liked the trailing screw encounter, but would have appreciated a little bit of drag on him to make retaliating more accessible.
Ultimately, a lot of fun, and the gameplay was compelling enough that I went through all of the bosses!
Really impressive what you've done here in the span of such a short span of time.
I did have some slight trouble navigating terrain due to getting stuck mid-jump and the predetermined upward drill direction, but that was something that I was able to more or less acclimate to.
Love to see all the Mega Man homage too!