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(+3)

Gameplay really is king above all, huh? I actually really liked the rhythm and feeling that this game has going so far. While it doesnā€™t strive away much from other rhythm games right now, I do feel like I enjoyed the time I had with this, even if there isnā€™t much to it yet otherwise.

I feel like adding a few more interesting and unexpected rhythm mechanics to the game would make it a very interesting experience within the genera and that the game's skeleton that is here could come to be very satisfying to play with. 

I also think some extra feedback would also be welcome. I realized at a certain point that I was losing points when pressing the keys but canā€™t seem to figure it out if itā€™s because Iā€™m pressing them too early, or if itā€™s because I am pressing them too late. Adding some more feedback to what the correct timings are (even if itā€™s with the classic ā€˜GREATā€™, ā€˜AWESOMEā€™ or ā€˜MISSā€™) would immediately give it a whole new layer of feedback.

Other than that, great job on making it satisfy to play! I feel like later on if you are going to continue the project like described in the gameā€™s page, making it so you have to play it with only two hands is going to drive some people nuts. I'm looking forward to seeing the reaction to that. Cheers! šŸ³

(+1)

Thank you for the kind words :)

The fact that the focus is on gameplay is largely a function of me picking a thing that I'm good at (making controls feel good) and running with that, plus the fact that Cimche was bogged down in schoolwork :(

I'm glad to hear you enjoyed it though. The feedback thing sounds easy to implement and worthwhile, thanks for the idea ^^

And yeah, the two-handed thing was intentional :3