Spammed spacebar and got $1434. The gameplay got stale after a while. I understand that spacebar is the only key you're using in this game, but I wish there were more mechanical things you can do with Spacebar. Or maybe introducing some glass that you're not supposed to fill?
Daniel Kim
Creator of
Recent community posts
What a great game! I really enjoyed playing this game. I loved the design, but it eventually became stack all of my guys in one place and shoot as fast as you can. Also, there was no promised King Ghoul! I want my boss battle! The last map is repeated twice before the game abruptly ends. A "You win!" would have felt nice.
I failed the first two times because I thought I needed to type out everything in one setting. The atmosphere of the story and music & sfxs really put me on edge for a minute there! After I've beaten it on my third try, I realized... wait, aren't morse codes always tapped with one finger? And why would the book keep closing on its own? :P Still, pretty cool game!
As a person with a composition and theory degree, I think that this game is really cool. I understand that the game was made for a small niche of players who are musically trained. But even for musically trained person, if they're not not instructed clearly on what to listen for, it'll still be confusing.
Harmony section was too easy in my opinion because you just needed to listen to the bass. Inversions would be really cool but that would make it impossible for non-musicians to solve it. (But you intended this game to be played by musicians right?)
Wow, I was really impressed! This is a music game done right. I really liked the mechanics and how the music and the derived gameplay builds upon your performance earlier. The only thing I'd change is the art assets used for the game. Also, the choice of missile seemed really deadly and my immediate response was the dodge it instead of using my briefcase to swat it away. Maybe try using something else here that may encourage players to try deflecting instead!
When trying to play level 2, I couldn't play it, and got some weird errors on my browser.
Great work. A big chunk of feedback coming through!
Above all, I think this is a plain platformer with a music theme to it. I think in a platformer where your vision is limited, you're opted to use sounds to navigate more - and I assume that was the original idea, but it came short of that idea. The player can't see much and the levels are linear, which means that you don't really need to listen to audio to look for clues, but just gotta be careful of pit falls and rising triangles. Like one of the players commented, foreground and actual areas where you can step are blurred. I think foreground elements can be colored differently solidify an expectation from the player.
Mechanic wise, I didn't know what collecting the music notes did. Did it brighten up my screen, or change the music in the background?
Some of the SFX were not standing up to the rest of the game. I really couldn't stand that death sound. Yes, you do want to discourage the player from dying in your game, but never use this kind of audio for death that can happen really often in a game like this. I really think you could use a shorter, and duller sound for narration text. The sound alone is painful to the ear, especially when you try to skip narration.
Didn't get why Red and Black were supposed to be avoided! Maybe if they were 'Rest' music notations instead, that would signify that the game would stop, it would be better.Also, catching Blue really slows up the gameplay and I always avoided it.
There is no objective to the game other than see how far you can go! Maybe a points system would be really nice. I liked the game, it's a fun little game. :) Good job!
Hey! Nice game you have here. I had trouble seeing which objects I was supposed to collect sometimes because the color blended in with the black bar. Also, the timing for the change in objective seems to happen a bit randomly, making it difficult to know when I was going to score a point or lose the game.