Play quick, painless test
Astral Beats's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music/Sound | #1 | 4.533 | 4.778 |
Overall | #2 | 3.777 | 3.981 |
Graphics/Animation | #2 | 3.900 | 4.111 |
Theme/Limitation | #3 | 3.900 | 4.111 |
Technical Implementation | #3 | 3.689 | 3.889 |
Fun/Design | #5 | 3.373 | 3.556 |
X Factor (overall enjoyment) | #8 | 3.268 | 3.444 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Size
Solo (1)
Will you continue work on the game after the jam?
Undecided
What tools did your team use to construct the game? (optional)
Unity, Piskel, FL Studio, Audacity
Which art and audio did you / your team NOT create? (optional)
Credited in-game.
Which diversifiers did you use, if any? (optional)
Infinity
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Comments
That's an impressive amount of work for a game jam, including tutorial, texts and audio. Well done!
The only issue I had - sometimes it will play notes faster than keyboard input would go in, so I lost immediately on these melodies.
Thanks so much! I'm preparing a post-jam update for bug fixes and general improvements - did you encounter that issue on the Windows build? Because I know the web build has its own problems that I dealt with already.
I played only web version, but can test windows build this weekend
Yeah, tried to warn against playing that build in the description and I only put it up for non-Windows people if they were curious to check out the game at surface level. The Windows build is the definitive version - basically, when I fixed the audio synchronization right before the jam deadline, a strange web-only error popped up that made the game completely unplayable, so I put up an earlier web build along with the fully functional Windows build. Still, I'm glad you enjoyed the game even with that major problem. By the way, you don't have to test it again if you don't want to - I'm pretty sure the audio works fine on Windows. I just thought I might've missed some small hiccup in the code.
Fantastic game, really nice idea and take on the theme and really well made. You really did take advantage of the 10-day period. Congratulations. A bit difficult of course especially because the notes are generated randomly and this creates counterpoint, but fantastic.
Thank you!
Really enjoyed playing! The music got my head bobbing and I felt like an intergalactic DJ. If you continue the game, will you be adding visual cues to the beats or will it stay as a beat cue?
Thanks! Glad you liked the music. Based on what people are saying about the difficulty, I'll probably add some visual cues in a post-jam update.
Tried the game!
I am not really good on this games, I got like 2000 points on Easy and…I got insulted a lot, which is not a good thing to do.
For the rest, this is one of the most polished and well done games on this jam, which is really good. You will surely win some category, if not the whole jam.
Music is really great even if basic on some parts (but well used, which is important), graphics gets the job done, but for me it’s too much focusing on which button I should press AND remembering the time without visual and audio clues (for example: telling “C” and “G” instead of high and low pitch sounds).
But again, I think this entry will go far.
Thanks so much for playing!
Your feedback is valuable, and I definitely appreciate your criticisms. I was pretty experimental overall with this game, and one new thing I tried was creating a more condescending character who's central to the gameplay experience. I hoped that it would keep the game funny and entertaining, especially in the later (and much harder) phases. What I didn't really think about was the main demographic this game would reach - a more casual audience not too well-versed in these kinds of taxing memory games, and I can definitely see how his lines are really discouraging if you're just starting out. Same goes for the pitches as well - I have perfect pitch, so I hate to say I assume a little too much from non-musicians when it comes to pitch recognition. I considered this when making the tutorial and I thought that a little sandbox area with just the two pitches for the player to get familiarized would suffice. I guess I made it too "pure" by having as little practice with them as possible and relying on the player's own internalization of the mechanics. In general, I might've used (misused?) this principle for the whole game in terms of remembering the sequence based on raw memory alone, with no visual indications or reminders. This might have worked for a more difficult version and for a different audience, but a game that demands that kind of mental intensity isn't everyone's cup of tea, which I should have been more aware of when approaching the overall design and difficulty curve.
Sadly, this is probably my last game jam (at least serious one) since I'm heading off to college in a month and I'm not going into CS or game dev. But if I decide to continue with casual, long-term projects, accessibility will be one of my top priorities!
wow! that was crazy!! how did you get all of that done in 10 days? :)
A lot of grinding... it was originally going to be a lot smaller but then I thought I had time over the weekend (which I ultimately didn't) and had to push myself to polish all the new things I added. Thank you very much for playing!
NP,
You also see to have the "bite more than you can chew" problem but you can actually manage to eat it all :)
Great concept, really enjoyed it! Particularly enjoyed the text and stuff
Thank you so much!! Presentation was a huge focus for this one (compared to my other games) so I'm glad you liked it.