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Overall: I had some issues with level one, that didn't seem to be present in level 2.  The paddles only interacted with the object if they were currently rotating, which made it significantly harder,. It's weird that it's level specific, which leads me to believe it might have been intentional,  and if so, it was a poor decision in my opinion. I liked the difficulty, but it felt clunky. There absolutely should have been a way to see your score after losing. otherwise, there's not much purpose in keeping score at all.

Fun: I had fun figuring out the patterns. I think the giant stripe in level 1 with 20 or so orbs in a row was an interesting choice, as it just lead to me having to failing the stage and having to replay it. I'm not saying it was a bad choice, but you definitely need to consider how the player will feel when losing there. "Why would I want to play that section again? I already played it." is usually how I feel about restarting a level due to something that felt out of my control. Sure, now that I know it's coming, I'll be prepared, but come on. As a side note, I think randomly placed objects would make for some extra replay-ability over the hand-crafted levels.

Innovation: I like the idea of a rhythm based survival-highscore game. I've played a lot of games similar to this one in previous game jams, and I can't say I felt this was rhythm based like the description states though. Survival-highscore games are certainly a saturated genre, and it's not easy to innovate, but I think the dual-paddle had something to say. It's way more interesting than just one paddle, or even one paddle but with a color you need to collect/avoid. I feel like adding even more paddles could spice it up even more, but it might be tricky to balance.

Theme: This ties in with my comment earlier about displaying the high score in the post-game screen. You have a game that is centered around high scores, and a combo leads to a higher score (i hope). If the focal point is the supposed the be the combo, then you absolutely need to display the score or even highest combo somewhere after the game ends. Otherwise, I wouldn't assume the theme was the combo.

Graphics: I'm a sucker for synthwave aesthetics, (and is that Dr Doofenshmirtz's lair? ha!) and this definitely has a solid background. One thing to consider though, You have a game about hitting blue and red circles, on a game with a blue and red background.  I don't think there was any issues with seeing the objects I'm trying to hit, but the color palette could use some extra hues.

Mood: I like the night time synthwave vibes, as stated before. That's about all the mood this game has. nice.

Audio: What would a synthwave looking game be without synthwave music? And yeah, you nailed it. Good stuff.

Humor: Not applicable.

Final Thoughts: From what I can tell, this is your first game (at lest the first one on Itch.io) and it's pretty solid! I hope my feedback doesn't come off as too negative. My first game was also a survival-highscore game, and the feedback I got from every game I've made has helped a ton. I hope you keep at it, and good luck with the jam!