Alright, second try rating this game after realizing I was stupid and didn't click the game window that would allow it to detect my inputs!
It definitely feels like a guitar hero game that doesn't show you where the notes are going to be before they happen. With us, the white square trying to join in the cool multicolored square parties; I figured I'd try getting in with the cool kids to raise my brownie points in the local neighborhood.
But damn, this party moves quick and sporadically. There are four central houses where the party takes place, and you have to try making sure that you can be in there long enough to get some points in. The party moves to the beat of the music, but often times the notes change from house to house with no rhyme or reason. Sometimes it goes in a nice predictable pattern (1,3,1,3) but other times it goes very weird for what seems to be the same set of notes (1,4,2,3,2,4,3,1).
Trying to make the house parties more consistent would definitely help out our little white square bro. Get him some brownie points man.
I'll admit it. I enjoyed a bit of my time playing through this game! So, from the get-go the things I have to ask are: Is this game's levels randomly generated? And is it supposed to be kind of unfair?
I ended up getting not far in my first few attempts. I always found that music notes were too sporadic and even had the issue of clumping together in inconvenient ways so I can't just jump over them or slide under them. I also found that your music notes don't really help in the long run unless you have the electric guitar, or the Trumpet which helps with the speed at which you shoot/spread at which notes go.
When the notes the levels generate work against you, it's hard to fight back. There's currently not a lot you can do against the red note tyranny and the upgrades only help so much. If this had one level where the notes don't change every time you fail, I could see this being MUCH better.
I also did like the inclusion of Fakebook. That's pretty funny. Keep that sense of humor. Keep it up! :)
First off, congrats on making your first game! That's a task I'll probably never take up myself. That being said, let me continue by saying that it could definitely use some work. As a Rhythm game, I like the idea of killing enemies to the beat of the music. However, while playing I felt like the timing to the enemies appearing and attacking to the music is a bit off; which is crucial to a rhythm game.
I also seem to think there's a responsiveness issue going on here? I pressed the space bar accordingly whenever an enemy got near/tried to hit it with the beat and sometimes I swear the inputs either didn't register, or the character didn't swing his sword. So, I didn't get much tactile feedback in that regards.
In conclusion, just make sure the timing is on point with the rhythm, and that the game is as responsive as it can be! Hope to see what you make next :)
I like the concept of a game where you basically go forward to progress a musical score, and being able to drop points over the map to change the note that's being played is a cool idea in theory. Though in practice, not being incredibly musically inclined myself I was not able to make anything that sounded remotely good. I also wasn't sure if I was quite doing things right or not, so if this is defined as a "Walking Simulator" I have no idea where I have to walk to besides the triangles which seem to go nowhere? I might just be playing this wrong, haha.