Saw this on your youtube and ran over. This is really great and fun execution! I really liked the cute pier intro, character design, the water effect with depth, sounds, music and ambiance. With some care, I even walked Blob over the island to launch on the right. Still working to defeat all the bosses! Future suggestions: On replay maybe respawn Blob at the edge, some other surface or coral under water which could protect Blob, eat small fish, damage vs. death. Overall, great job for a jam time period and very fun direction.
baylight
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Really cool progress. Thank you for sharing your learnings and thoughts. Great commitment staying with this. On the carriage collisions point above, could you just add a collider and reverse their direction, or raycast from a spawn point and if there isn't any collision spawn them and they just move horizontally across the screen? Really great look and wishing you continued success.
Thanks very much for playing. Agree the harmony may have been forcing. Or at least start with melody to get familiar. Great point about other harmonies being softer and the focus on the main melody. This is a case where I lost the original simple playability I had wanted to in the beginning by layering into too many concepts at once and then got caught up in the programming challenges and needed to break and playtest. Thank you again for trying out and the helpful feedback.
Thank you for playing and the feedback. Great idea about highlighting the note. That would help give a goal and teach rather than the player having to stumble to learn. And yes, bug dodging notes and letting AI play by itself. Ran out of time to address skipping notes. Thank you again and really like the highlight as way to introduce.
Very fun to play and explore. I liked the clever use of the music style causing different healing and attack energy. Fun and consistent aesthetic. I liked the enemy bounce back and appreciated the increased health to start so I could progress. As mentioned, player nav took a bit to get used to. Overall fun and enjoyable gameplay.
Thank you so much for trying out and exploring in detail. Great points about nice for sheet music. Given more time, it could actually introduce slowly the note paths, so people could learn to read. You are absolutely right that marking other harmonies "wrong" is not appropriate. As you point out, there are many ways to harmonize. Even the ones I chose were a bit arbitrary. I like the idea of different variations, even allowing the player to designate what they want to play and then that can be used or marking multiple correct. I really appreciate you taking the time and the constructive feedback. Very helpful.
Really impressive. Very immersive and I kept playing to seeing what happens and enjoyed the overall world and mechanics. I couldn't quite understand the pattern for the enemies with the beam that generate the electric walls. I just sort of brute forced kept trying but wasn't sure what I was supposed to do to time. But overall really amazing world, animations, sound, feel and gameplay.
Really fun. I'm a Zaxxon fan so enjoyed the isometrics. Really cool visual designs. I liked the puzzles that jumping to the wrong arrow area would crash. As mentioned, the jumps felt a bit delayed so perhaps tune especially when multiple obstacles. On the switches for the gates, I might prefer that the pattern of open/closed is the same. I think it switches in some cases and then I have to react vs. learning the pattern, but that may be part of the challenge. Overall, really fun to play.
Really great game concept, style and music! Very clear idea and loved the switching of the different gates and the looping paths. At times, it was hard to handle some sequences. As mentioned by others, I sort of memorized the key order to get through, so perhaps build up the speed in the earlier levels. But the challenge was rewarding. Great job and enjoyed the experience, sounds, and aesthetics.
Thank you very much for playing and the constructive feedback. Agree I need to make it an easier transition, show the player how to play first, and then give them the opportunity to try. This is tricky dropping into it. And yes, the empty spots are not yet handled. Appreciate the feedback and will consider how to make this more teachable. Thanks!
I really liked the wave visuals and the mechanic of merging and swapping. The overall sound and effects work great. My one suggestion would be in the beginning levels to not just have the note drop so suddenly. It would have helped maybe to build skill with the control by having some slower drops to start to get used to. Overall really fun effects, sounds, and visuals. I will try to check out the song editor which is a nice touch.
Enjoyed the gameplay, figuring out the directions and unlocking. Liked the graphics and sound and really liked the glitching concept. I kind of wanted a chance to escape the glitch, like perhaps when I'm first in it I can still move to get out but then get consumed. Really fun mechanics and liked the pace and interaction.
Great fun platformer! I enjoyed playing and really liked the graphics, sound and characters. At first, I thought the player was moving too slow, but as the level increased, it matched well. Liked the checkpoints and the store. Overall really fun to play and the graphics, sound, and gameplay tied together really well!
Really fun and engaging puzzles and progression. It took me a few attempts to figure out the mechanics but then was very satisfying puzzles. For me, the background animations sometimes felts like a lot but on the other hand, kind of fit with all the motions and vibe. Overall, really cool and wish you much success continuing with this.
Hi. I noticed in the How to Submit video there was a form field for how does the game apply limitations/theme. But on the submission form for the VIM4 it didn't seem to have this, but had specific checkbox for the challenges. Just confirming there isn't a "how does... apply" question or somewhere we're supposed to add further description? Thanks