Really fun and well-executed game! Great job!
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Donut Defense's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #9 | 3.727 | 3.727 |
Overall | #15 | 3.591 | 3.591 |
Concept | #16 | 3.727 | 3.727 |
Use of the Limitation | #23 | 3.455 | 3.455 |
Presentation | #31 | 3.455 | 3.455 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Andy Lee
Software used
Unity
Cookies eaten
Probably 10
Comments
Awesome job making a rhythm game!! This has always been something I've wanted to try as well.
Difficulty starts off a little high, but after a couple of minutes im shooting through.
The skies the limit, would be cool to ramp up difficulty slowly, with different songs requiring 1, then 2, or 3+ colors. Games like OSU! allow you use the keyboard to click, which could remove the restriction of 2 mouse buttons for your game should you expand it. And a customizable speed multiplier to space out the notes would be helpful too, as it starts to get cluttered and it's difficult to tell which note is next.
But I digress, I really enjoyed your entry!
Hey, thank you so much for your feedback! I'm glad you enjoyed your time playing it! I'll admit I haven't got nearly enough experience making beatmaps and the like, so finding where to place notes was a bit difficult. I was definitely planning on implementing keyboard input like OSU! does, and I'll probably release some system like that in the very near future. I realized sometimes the notes that seem further away end up moving and reaching the line first, which is something I'm a bit stumped on, but maybe the speed multiplier you mentioned would help. I'm not quite sure I'm understanding what you're getting at by "speed multiplier". Could you elaborate? Do you mean like the "offset" setting that many rhythm games have? Although, from my understanding, the offset changes all the notes, so that probably wouldn't be it. I'd love to learn more about it and hopefully I can implement it into the game!
Ahh in rhythm games on fast + more advanced stages, there are waaaay too many notes close together.
In Gitadora drums, sometimes you have to hit 16th note or 32th note drum rolls/fills at 140bpm, which would look like a solid line.
Speed multiplier would scale/spread the notes out. They would approach more quickly, but it'll be easier to distinguish the order of the notes due to the increased space between them.
Here's an example
He's playing a 4x speed, causing the notes to be 4x apart. If it was 1x, the song would be barely readable due to everything being so clumped together.
I forget if beatsaber has a speed multiplier option... But since you have the bonus of depth perception, and that sometimes blocks are occluded by others it may not be too useful in that game.
What a neat mechanic! I am terrible at beat games generally, but with how this played, it was a delightful mix of two genres almost. It did feel a bit hard, especially once the music got going, but once again, beat games are not my cup of tea. The art was good for what you were going for.
The music is great. The combo count is a fun mechanic. It’s pretty difficult though. I think it would still be fun and slightly more accessible without the red/blue left/right mechanic. Using a single mouse button would still be challenging to get the timing and aim right.
The Music and Art look and sound amazing, and the mechanic of shooting the doughnuts precisely felt super smooth. Main recommendation would be to turn up the sound effects for hitting a doughnut as to increase the want and satisfaction of shooting a beat correctly. I couldn't play into it too much since im terrible at rhythm games, but from what I've played its a great game!
That was fun! And I enjoyed the music too. The mechanics were tough to get the hang of at first, maybe because I was playing on a PC with a trackball for a mouse. Very cool take on the theme, and all around nice job.
If you can get this to work in WebGL, it would seem like a good match for that.
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