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(+1)

Thanks for the feedback! I was aiming for a "easy to learn, hard to master" kind of difficulty. 

I tried a version without the obstacles, but then it was way too easy as there was no way to lose the combo, and missing the beat isn't penalized. 

I was thinking of adding a difficulty setting that would slow down the player speed and reduce the volume of obstacles, but didn't get the time to do it properly. 

Well, for my understanding, "losing a combo" isn't really the problem, just make that missing the beat interrupts the combo, like any other rhythm game. The thing is that whitout obstacleas you don't really have a reason to switch side/direction. Then you're only left with the difficulty problem, that i think it can be solved by adding one or more super slow chill track

Modular difficulty also sounds cool!! Too bad that you didn't had time to implement it :/