Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

1- The dialogue UI i thought it was automatic, but no, you need to press  a button, i spent time looking for that button, press"enter/space" to continue the dialogue, for input dialogue i recommend adding a small icon of the button on the corner or idk, i was surprised everything in the menu had control indicators but not the dialogue in game.

2-The tutorial has too much text, i see you focused on the visuals, but reminder that a player don't wanna read text, he wanna plays, why genshin is popular even tho it has many dialogues? Because it has clear simple few text for tutorial and you actually play during the tutorial, for now i am just tapping space and arrows and see what happens. (it was space actually and idk what it does)

3-In the tutorial "This time, when you see it comin', hit (idk what button is this) to the beat."

4-The button is actually space, so without the help of my friend, i couldn't have passed the tutorial, and he told me to read, i like reading but not in a game tutorial, here is the deal, that friend of mine is a musician and already played a game called Hifi-Rush (https://store.steampowered.com/app/1817230/HiFi_RUSH/) i advice you to check this game and see how is their tutorial, not everyone is musician and i was stuck in the tuto not knkowing what to do, now i got the gameplay, my friend helped me, and it's pretty fun, just the tutorial was horrible for me. Sure i didn't read a little but listen, i read a little and that made me confused, the dialogue needs clarity, and avoid to say nothing using many words, be simple, clear and us as less text as possible and make it more interactif, i say it again, my musician friend literally understood it under 5 min, me i was stuck more than 3 hours not knowing what to do! I'm no musician

5-I don't have rythm, i cannot be a musician, and that is why i cannot beat this game, i rage quitted, the boss killed me when it was 1hp

6-Subjective feedbacks ends here, time for objective feedback!

7-This game is not made for everyone, but for musician, it is cool you have a target audience and in that perspective the game is well made, keep up the good work, everything was based about rythm rather it is combo, heal, def, dodge, parry, attack, environment, character animation, boss attacks, the rewind and and discharge system gives a lot of satisfaction when well executed, and add challenges without making the game unfair because if you master it, you gotta focus and not lose rythm, every mistakes is made by you and only you, the boss has a great anticipation and you can easily dodge or parry its attack as long as you follow the rythm. you don't need to adjust the game for a wider audience, i advice you to do the opposite, make this game special for musician and satisfy them, if you wanna make it more accessible, do another game, this one is pretty good and pretty fun, create a strong and participative community instead of targetting a large audience and lose focus, i'm willing to see where this is going, this can be a great game to learn and practice rythm, musics, basic of song, beat, bpm, etc.To sum up, this has a great potential not to say, it would be very popular among musicians.

Thank you for creating such a great game, now i wanna put effort into making mine too, and i am sorry that my subjective feedbacks were so rude, to say the least, it is because i was biased by the fact that i am no musician and had horrible time figuring out what to do, but with the help of my musician friend i understood what to do, and after a lot of trials, errors and practices, i almost beat the first boss, i rage quitted because it had 1hp left when it killed me, this is not your fault, this is skill issue.

To sum up, it is a great game, for musician, but still a great game for no musician but you need a lotta practices to get the rythm and finally enjoy if you are not musician, that is why it is a great game. Even a musician can play it!

(+1)

I forgot to mention, when i was playing, i was always looking at the metronom to focus on the rythm, maybe you could make a lock system so the camera would follow the boss so the player could really focus on the rythm because, remember when playing , a player doeas many things at the same time: getting the infos where the boss is, making combo with metronom, walking, dashing, parry, checking if the boss is in attack animation, what attacks it is, etc, this is well made, the player has time to react, but me, i said me, i was always looking at the metronom to not mess up my rythm.

Wow thank you for taking the time to play the game and for taking the time to write such thoughtful and kind feedback! I really appreciate it!!

To address some of your points regarding the UI icons and tutorial, I apologize for all of that! We were really pressed for time and we implemented the entire tutorial in a couple of hours, we didn't have time to make individual textures for each key/gamepad icon possible, so we just used a single standard "square" texture and pasted the universal icon for the "space" key as text rendered on top of it lol. We do intend to make real icons for everything though, and we'll be sure to make the icon for the space key wider for the sake of clarity!! The same goes for the entire tutorial part, I agree with all of your points and I despise text-heavy tutorials as well -- it was very much hastily thrown together, but we'll be sure to improve on it as we move forward!

Regarding your other points, don't worry I do not intend to dilute the game of its main focus at all! I don't intend for this to target the widest audience possible, and I am very much focused on trying to make sure that the core gameplay remains as satisfying as possible for anyone willing to learn how it works! That of course means that I can't cede on some things that would make this challenging -- I fully agree with you there! I do however think that there are some holes in this game currently that would get in the way of this, and would in turn make it just a tad more accessible for people. 

For example, you could be a very good musician and rhythm game player, but if you have a weird audio device or a bad monitor, you'll inevitably have some nasty input latency that would mess up your timings. Usually, a good rhythm game has a calibration screen that would let the game mitigate and account for that latency so it doesn't feel nasty to play. This is something that we need and would make the game a tad more accessible without sacrificing quality. I also think that having multiple difficulty options with varying timing windows wouldn't hurt. 

There are also numerous tricks in here already that make timing things easier (outlined in the game page). For example, even if you mistime your attack, the "impact" frame of the attack animation (the moment the attack lands and the boss flashes white) will always land on the next beat. So if, instead of focusing on the music, you focus on hitting any of the attack buttons right when your previous mistimed attacks land, you'll have a guaranteed successfully timed hit. Another trick is that the dash is free, so you could try to dash until you get it right, and when you do you'd immediately press attack or rewind or whatever you want to do and it will be successfully timed. These are all things that presently exist in the game but are not as intuitive as I'd like them to be. So I think it is worth investigating various different effects to get them to a more polished state (eg., via hitstop, particles, something else), which I think would make the game both more satisfying and more accessible without diluting it.

I am curious about what you mean by the "lock system". If you don't mind me asking, would this be different from what's already there? The game already automatically locks the camera onto the boss as soon as any boss fight begins.

Thanks again!!