Skip to main content

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

At first, I couldn't get this to work for me at all. I couldn't get passed the first key. I know you've said that the timing is a little off on WebGL because of the lower fps but according to your debugging/stats monitor at the top, I was getting 144FPS, so I don't think that was it.

I agree with the commenter below that its not clear that there are 2 lines of keys.  I was pressing them one after the other and both together and couldn't get the top one to light up. Then I restarted and read the instructions again and thought maybe it was just the bottom one. 

The 3-2-1 start takes too long to come in IMO, I was pressing buttons, trying to figure out why nothing was happening.

And for a game about music, the default volume was way too low. For some games I've had to turn my volume down because they're so loud but I put my speakers to 100% and it was still really quiet on the default setting.

I had a second go and turned the in-game volume to 100% and it was just about loud enough.

There were inconsistencies in the UI. eg I couldn't use a mouse to press the UI buttons but mouse seemed to be the only way to increase the volume?

I managed to make it to the car crash. I do feel like the theme was quite shoe-horned into the game and once you got past the car crash it didn't real mean anything, everything was exactly the same.

From a playability POV - having to look to the left of the screen for the keys then to the right for the space made the game unnecessarily hard. I would like the beat to be either under the keys so I can see both at the same time or indicated in some other way so I'm not trying to look at 2 places at once. 
Also, small note but my arrow keys are on the right of my keyboard and I use my left hand for the space bar but in the game the arrows are on the left of the screen and the space is on the right.
I did eventually manage to get OK at the 1 key and maybe sometimes 2 but when it got to 3, I found it impossible to keep a rhythm going while also pressing 3 different keys against the rhythm and once I'd lost the beat it was really hard to pick up again.

I'm generally not good at these types of games so feel free to take feedback with a pinch of salt

Hey, first of all, thanks for your detailed feedback.

I understand a lot of these issues you are having as i know about them, just didn't have enough time to fully address them.

So ... 144 FPS is still not enough since the timing was aimed for 300-400 FPS (with no v-sync),  i realized the issue too late into the Jam so i did not have enough time to revise it.  (if you download the game, it should have a default setting with no v-sync and a target frame of 400 FPS.

i agree, it should have been more clear that you only need to clear the bottom line of keys.

I put a little pause before the 3-2-1 start since if music was causing our of sync problem if it starts early while other objects is still loading/initializing.   i should have put some kind of visual indicator to let the player know to wait.

for the game music, i put it at 30% because everyone's volume's set differently, and i didn't want it to blow anyone's ear off.  That's why i had put a reminder on main menu to have each player adjust their volume setting before playing (with a bg music for them to hear).

I agree with the UI inconsistencies, mouse was working in the main menu and i had put an UI panel over it for scene transition and that blocked the mouse clicking.   i realize that issue but did not have time to revise it in time.

I understand how you feel about the story where nothing had changed.   since it was just a small project, not a full production game, it was meant to be a joke:  Player has been doing this for a while and just to realize that is only the beginning of the same thing all over.

I was using WASD and spacebar myself, so i didn't think about how it'd be backwards for people using arrow keys and spacebar.  I can see how it would be frustrating.   A solution could be letting player select if they are using WASD or arrow keys and make visual adjustment around it.


Your feedback is well appreciated, it definitely gives me something to think about on the next project.