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

Beautifully presented and very complete. This is a good concept, but do I detect a little lie claiming it fires on the beat?! Seems like it shoots at regular intervals to me, that just happen to line up with the beats. Like if you put a different track behind it, it would still just shoot at regular times.

That aside, it's well made! Juicy and polished. I feel some gameplay tweaks might be necessary. The green ghosts move so fast and take so many shots, if you encounter one while running from another you're basically guaranteed to take a hit. If you could maybe zoom out a bit, or it showed an indicator at the edge of the screen you might be able to plan for them, but as it stands you get mugged by them more often than not. Feels a little unfair.

Perhaps if you build up a bigger combo the reward is a more powerful gun, although that could lead to unbalanced play too. One hit could ruin an otherwise great run.

Well done for turning out a really well polished game in a short time, though!

Hi, thanks for your feedback. If you mean that the firing does not automatically detect when a beat would be through the audio file, then you are correct. But each level's music had the BPM measured and set up in order to get the firing and beats as close as possible. The gun fires based on an InvokeRepeating() method, which is the closed and most consistent way I found to keep time throughout the level. 4/5 levels in the game were made with only an hour or two to go so apologies if it doesn't sync up quite right for you at times! I imagine this would vary depending on the audio latency of your setup. I'm sorry to hear about your negative experience with the green slimes, I did some further testing on a device at 60Hz and found that the movement speed of the player was actually much slower than on my 144Hz system where I wrote the code for the game. In that testing methodology you can outrun the ghosts and slimes with relative ease, but you do have to manage where they come from and sometimes it does feel a bit like you can't avoid being hit. Once the jam is over I'll make an update for the game fixing the framerate dependency issues with movement and might add a calibration tool to help people set up the sync the best I can too. 

Very glad you enjoyed the game overal, multiple weapons was slightly out of the scope, though I did do some experimenting with the concept and your instincts are correct, while a neat idea, it certainly does mess with the gameplay balancing quite a bit. Indicators for enemy spawns are also a great idea, I tried to get it feeling random so that they will spawn somewhere unpredictable off-screen and clearly that's working out for everyone which is good to hear too. Again, thanks for the feedback! :)

Ah, that explains why I couldn't outrun the slimes! Easy mistake to make. Gotta multiply by Time.deltaTime or it'll be wildly inconsistent across different framerates (sounds like you know that already). I'd be interested to play on a 300Hz monitor...

I did already know that and I thought I had done it already, but it seems that it wasnt working! Weird bug, haha