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Dude. Super cool game, you gotta get more players for this. What engine is this? No way to do some kind of Web-playable build?

I thought the polish was on point and the vibe was immaculate. I liked the tracks you chose and how the arrows would kind of bop their way into place. I was hoping to find a game in this jam where someone decided to play around with a musical scale, and I think you executed it quite well. I played each level more than once.

Okay, some other things. I got some "Perfect"s that I definitely don't think were actually perfect, so I'm not totally sure about the timing, but that may be me. I think the synth tone for the player could be a little richer, fuller, but I'm not enough of an audiophile to better explain than that.

So, I think the danger bars are interesting in how they block off the player, but I think ripping someone out of the level and the song is just a little too harsh, it doesn't fit with the rest of the chill vibe. Instead of negative reinforcement, I would suggest finding something positive for rewarding skilled play. As a couple examples for what I mean, perhaps hitting both ends perfectly shatters the bar with a cool effect and gives a generous score multiplier, or maybe you could slide down the bar from one end to the other hearing a unique synth while having to exit with the right timing for a solid score bonus. While running into its middle just breaks the score combo and doesn't let you move over to the other side. I'd remove health entirely.

Anyhow, I think this was a really cool project and is one that I would have frankly no idea how to put together myself. Well done, and I hope you get some more players in here soon. Keep rating games, most people oblige with an unspoken rule of ratings exchange. Wish you all the best in your game dev futures!

Thanks! The game uses Unreal Engine 5 - probably pretty overkill for a game of this type, but it was what we had the most familiarity with going into the jam. While it had its obvious downsides in not being able to target the web, it did end up paying off a bit by having a relatively new audio synchronization system (Quartz) which really reduced the overhead for us on the actual "rhythm" part of the game, as it handles most of the latency compensation under the hood and follows the beat/bar pattern that we wanted for the game.

I really like your idea of tying more audio/visual effects to the sliders; we originally wanted to get more player-driven audio elements into the game, but ended up getting pretty bogged down by the main audio component, which was a lot trickier than we originally imagined. Also agree on the positive reinforcement aspect - we really wanted to encourage open-ended/exploratory gameplay, but felt like score/accuracy alone might not be engaging enough for a subset of players;  as you indicated, there's probably a better solution to that than the health system we ended up going with.

Thanks for the detailed feedback!