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(+1)

Thanks for the feedback! 

While it is true that the leading player will build up more of a combo with access to more notes, our mechanic assumes that players will be much more likely to break as a player needs to start hitting 5 and then 6 notes. On the flip side, it will be much easier for the player behind to build up a steady, albeit smaller, combo.

Because of this, we needed the combos to fully break on each miss in order to create back-and-forth tension between the players by allowing the idea of a “counter attack” once the player ahead misses. This was to help make the multiplayer aspect as interesting and interactive as possible.

The music we ended up making did seem to have a bit of a disconnect with the game, something higher energy might have been better suited for sure.

Thanks for playing and once again thank you very much for the feedback!