Skip to main content

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

Good game! Creativity is awesome...Guitar Hero meets Typing Tutor!

People saying it's hard...I was able to knock out a couple of high scores in no time. Enjoyable and had some good addiction. I like the added touch with the shop and hats!

Recommendations...definitely need some increasing difficulty; start out easier and increase the mines coming at you. Difficulty increase could also be done by the length of the words.  Start of game has 3 letter words...level 5 has "Wayfarer" and "Bookkeeping". Also needs more variety of words...I kept getting "Vagabond" over and over.  And most importantly...need a QUIT option.

Hi there! Press escape to quit. (I knew I forgot something in the game instructions...) I'll probably add that you can write quit to quit the application too. And yes, the lanes are like a weird fusion of guitar hero meets subway surfers. Pretty much nailed what I was going for. I'm glad to hear that it wasn't too difficult for you. I'll definitely add difficulty selections when I go back to this. Also thank god you like the hats cause that was 6 hours of stress coding/modeling/drawing that I'll never get back.

Also currently the words increase in difficulty if you are further away from the lane it's on, as well as every other time you get hit, the words increase in difficulty. It used to be that there were only linear increases in word length but I got feedback from friends that it was too hard for them. So how the difficulty works is that there's a pool of words ranging from x to y, inclusive, letters long and then the next difficulty pool will be y to z, inclusive, letters long, and so forth. So when "danger" appears there should be 7 and 6 letter words to go from one end to another, even if you only see a four letter word right next to you.  So I pretty much have what you said, except its related to lives remaining rather than time.

The spikes however currently accelerate linearly during the duration of the whole level. That acceleration may be too slow currently, and I'll probably lower the starting speed so people don't struggle as hard at the start and those that are good can have a challenge later. The spikes are currently just prefabs that spawn in at set intervals, and they are hard coded into an array that gets chosen at random. I wanted to add a better difficulty curve but I ran out of time.

Words are small selection because I wanted them all to be movement related terms and also game jam be like. For instance you have hop and skip for lanes right next to you and then you have excursion for the furthest lane at the highest difficulty. I will definitely change the terms when I update the game later.

Thank you for enjoying and play testing my game!