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Great concept, and not a half-bad execution. I think the sound design, and overall presentation are great, however there’s a few things that feel a bit off when playing.

There’s a certain sense of non-responsiveness to the actions and the fact you can very freely fill the bar with the same action puts this game into a bit of an uncomfortable situation, where players may be inclined to stop after every challenge and fill up the whole track with “pick-up” item action which won’t affect their movement.

Speaking of movement, it feels floaty and slidy. With a game where your controls are already under arrest, they should be a lot tighter. So here are some suggestions (I know some of them clash with the current design):

  1. A button to reset your current track. While this fights with your idea of the player gradually making life harder for themselves it prevents players from doing a similar thing by just being more cautious and slow (thus designing fun out of their playthrough)
  2. When you input a control it will only trigger whenever the next beat happens (I’m sure you’re aware of this), this makes controls feel not too great so I suggest focusing on preparedness by making actions only trigger on the next run of the track.
  3. Don’t use the mouse for controls. There’s really no reason for the mouse, other than to further abstract the control scheme. There’s no precise aiming and this everything can be on a keyboard/controller.