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(+1)

Nice game. For me the main complaint was about getting the angle deviation right, you could line up the shot perfectly and then miss because your timing on the angle deviation was off, which was very frustrating. There was a bit of lag between when you pressed the space bar and when the line actually stopped, so I tried to correct for that by pressing the space bar when the line was on the boundary between the yellow and green regions, but, perhaps compounded by my bad timing, that strategy didn't work as well. Sometimes I overshot, sometimes I undershot, only a few times did the line land in the centre green region. It's possible the lag wasn't constant for some reason.

Maybe my timing was just bad, but I felt like the angle deviation meter took a lot of fun out of the game because of how unforgiving it felt. I took an OBS recording of the game, and it seemed like 1. the game was running only at about 30 fps, and 2. the line only spent about 1-2 frames in each coloured region, which needed the player to be extremely precise. If you want to improve it, you could either make the line move slower, or take a cue from rhythm games on how they capture input from players between frames and interpolate it to get the position the line should be.

With that said, the graphics and audio were all well done, and the idea was interesting, though I felt it was a bit too RNG-based. Good job!

(+1)

Unfortunately I was the only one that ever tested the game before the jam deadline, and it seems the meter is much easier to time on a high refresh rate monitor while playing at high fps.  The framerate is unlocked in unity, but the web build will be limited to the framerate that the browser tells it to run at.  If I play on my main monitor it's 144 fps and feels reasonable to time, but on my second monitor it's 60 fps and feels noticeably harder to time.  If yours (and other people's) are running at 30 fps for whatever reason, then I can definitely see how that would feel really bad to time.  I'll probably consider locking my jam games to 60 fps in the future, for a more consistent experience regardless of the hardware/software that runs it.

Thanks for playing, and thanks for the feedback!