Cool entry! I tried both playing looking at the timeline and looking at the ball, the second option is more challenging but I appreciate the animations better.
I like how it’s just hit or miss, no tracking of exact timing for perfect score, since I don’t feel like optimizing my performance for a jam game. Also it’s nice to heal after a good strike (although I didn’t need it when I did a focused run).
To be continued! Sounds like we’re teaming up with not such a good guy but we have common interests, uh? At first the floating head reminded me of Katamari Damacy’s king, but it looks like it’ll be getting deeper later…
I found the second level shorter, but it makes sense because it was also faster (in tempo), so more intense.
Also, clever use of the same character animation even when the ball goes a different way, to reduce budget, as the eye focuses on the ball anyway.
UI issues:
- no full keyboard/gamepad support (must use mouse to click Play)
Accessibility issues:
- button mash is not great inside a rhythm game, it would probably be keener to have some repetitive beat challenge instead: you could press any time, but pressing at correct (high, but not too high) tempo would fill the gauge faster. This way you can succeed the challenge with timing skills. Seems like you prevent “cheating” by alternative Z and X by the way, which is actually quite clever to avoid exploit multi-input exploit, but with a faster tempo beat challenge you’d just allow alternating Z and X since some people like tapping this way (it does work on normal beats though).
Progression issues:
- no save after close and restart game, and Level 2 is blocked from the start so I couldn’t test the Level 2 once more