Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+3)

Looks good so far, enjoyed it.

The hit detection feels good, but the charts are fairly difficult while the grading is very lenient. I can almost clear a song using only 1 button and ignoring the other 3 directions. I would make the charts a little easier and the grading stricter.

The words that pop up when you hit a note can be hard to read. You shouldn't allow more than 1 word to appear per arrow so that they don't overlap. Giving them an outline and making each one a different color would also help.

And I think you could do more with the character's expressions. Maybe their expressions could change if the meter falls bellow 25% or if the meter is kept above 90% for a while. They do get a little blush as the song goes on but I'd like to see more changes as the song progresses. Maybe increasing the speed of their breathing/idle animation.

BUGS:

Some double notes will start playing the animation for one direction but then get cut off by the animation for the other direction. I think it should only play the animations for one of the directions. I also think there needs to be a unique animation for the [left/right] and [up/down] double notes where the sack is stretched out.

Sometimes the animations would get really choppy. The animation for the sack lurching would not end on the last frame and instead show the first frame again at the end of the animation (not sure what causes it and I hope I'm explaining it correctly).

The chest and face animations for the raccoon cutie will get interrupted whenever a note is pressed.

(+2)

Thanks for the detailed comment!

Chart difficulty vs. the ease of actually winning is something I noticed myself, even as I've played it a hundred times during testing. There's no punishment for actually missing a note, and until I'm a better level designer I will keep it that way XD

I'll look into randomizing colors! Not sure what options Godot has for fonts but I too am not satisfied with the look of the hit grades.

Yeah, for now they gain a blush at a high score and look concerned/surprised when you miss a note. Could be fun to add expressions that adjust based on the meter! Only other thing that changes is the tail-wag/stroke speed when your combo is higher.

Good news about some of the bugs! In the version I'm working on, I've already fixed the lurch animations (as well as a few others) continuing to loop instead of resetting. Puer and I talked about unique animations for double-notes... we wanted to reduce the amount of work on his part so for now the most I think I'll do is make it so hits processed withing a few milliseconds of each other don't instantly change direction. And the animation resets whenever a note is hit has been fixed... although they can still end up playing a different animation >_>