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BEAT NOID's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Implementation | #2 | 4.444 | 4.444 |
Completeness | #3 | 4.222 | 4.222 |
Presentation | #4 | 4.111 | 4.111 |
Overall | #5 | 4.289 | 4.289 |
Linux compatibility | #6 | 4.778 | 4.778 |
Intention | #20 | 3.889 | 3.889 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
It's been a while since I've played this type of game. Are they supposed to be this fun and sassy?
I was actually letting myself lose just to see what snarky message I would get. Haha.
High marks on presentation and music. There could have been more sound effects and juice. And some of the sound effects felt "sluggish". Maybe cut any delays at the sound files beginning or set the starting position accordingly so they're krisper. (If that makes sense.)
But the one thing I really wanted was a faster moving paddle. That's tricky. Too fast and its hard to control and then even easier to overshoot and miss balls. But with it's current speed I had trouble keeping two or more balls going. Maybe make it faster the more balls you have?
If you haven't already, could you give my game a whirl? Rate it too, of course, but I'd really like to know any feedback you have in the comments. Thanks!
The game over screen “sass” is basically just something we threw in to amuse ourselves, but I’m glad you enjoyed it as well. ;)
The sound issue is not with the sound effects, but with the code adding too much latency. There’s also a noticeable delay between the game visually reacting to something in the music and the corresponding sound actually playing, for the exact same reason. But that’s something that’ll improve if Ysblokje finds the time for the audio rewrite he’s been planning.
Paddle speed is a matter of difficulty and balancing, which we didn’t really have time for. A jam is a jam. We have plans for some gameplay mechanics that would affect the issue as well, so we’ll be tweaking things anyway. (I’ve managed to juggle several balls for a while multiple times as is by the way, but it’s not supposed to be easy.)
I’ll check out your game as soon as I can find the time, but as I wasn’t the one who actually submitted this one, I don’t get to give out ratings. That’s just how these jams work. Stranded does look like something that’s up my alley though, so I’ll be sure to give it a go.
Very rad! As a breakout fan who spent many hours playing arkanoid and many many many more hours playing arkanoid 2, I got a real buzz out of this.
I particularly enjoyed the rocking beats, and the bricks acting as a EQ visualiser was very cool. More tracks would definitely be welcome if the game is receiving any further development attention.
For my own tastes, I would have enjoyed a faster paced mouse controlled experience, but I understand that the intention was a slower keyboard focused game, and that's fair.
I always find myself looking forward to discovering what your team has made for this jam. The diversity of entries across the years has been impressive!
This wins best music so far! The beat detection is great too. I do wish the paddle was rounded a bit so you could change where the ball goes based on where it hits the paddle but I guess the random new ball angles make up for that a bit.
The paddle isn’t rounded, but it has friction! Try moving your paddle towards the direction you want the ball to go. Some of that horizontal momentum will be passed on to the ball.
We actually tested a couple of mechanisms, including the one you suggested, and this felt more natural to us.
Oh and thanks for the compliments!
Pretty cool how the blocks seem to shine at the rythm of the music :)
I'm glad you like the effect. The music is in an old-school tracker module format (made by our friend Gurnu on MilkyTracker during the jam) and we're simply lighting up rows of blocks when there's a note on a corresponding channel of the module. I wanted the blocks to look a bit like the lamps/leds on a horizontally mirrored digital VU meter, but obviously we're not monitoring volume levels, and the block patterns can make it all a bit hard to see anyway.
Did you notice that the ball launch counter follows the bass drum and the lights on the paddle are activated by the snare? :)
Oh wow that’s smart! Very cool idea and implementation, and no, i didnt notice until now but i’ve gotta say it’s such an interesting idea for a game like this! Neat game!