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Hm I suppose the concept is interesting -- this is definitely one way to mix those two genres.

A question though... how precise do I exactly need to be to fire a strong note? Don't tell me I only fire strong note bullets only if the timing is frame perfect -- because that is way too cruel imo; even pure rhythm games like maimai or ongeki where you need to play to the music usually treats frame perfect as a bonus or sth and so there are like 3 frames where a hit is considered 'perfect' D:

I think aside from the fact that the timing criteris seemingly too harsh, I would love to also at least know whether or not I hit the note too fast or too late so I can adjust.

In any case thank you for participating!

The timings are not frame perfect, but we could not find a good timing window. It either felt too strict, or too easy to fire the strong bullets, resulting in easy full screen clears. Also, I had an idea to add a different timing indicator early in development, but we never got a chance to implement it.

Thanks for hosting the jam, it was a lot of fun to participate.