Sorry, my bad. It actually was the mixer. Apparently the game itself is not very loud and the mixer actually was set on a low volume. I must have forgotten about it after adjusting it in the past. This combined with the low volume on my headset resulted in the sound not being audible at all.
I'm glad I still got to play this game on time, since it's really fun :) The difficulty is quite high, but I can do alright on the some_piano level.
encypruon
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Apart from the great look and feel of this game I liked how naturally the game pushes the player to think about how the tuning works. The level design is so good at teaching new concepts that it almost felt a bit easy. The best way I can put it is that this game looks very professional somehow.
The tuning is rather slow [Spoilers from here on] and hard to use precisely when the game starts using the tuning for time-critical things. Using the tuning for actions where precise timing is necessary also clashes with how the transition is smooth and the exact point in time where the new rules apply is not obvious. I ended up modifying the game to make tuning faster to be able to play more of the game but quit after a few levels where tuning during a jump was necessary. I think there was a bit too much repetition in those levels. (I just checked theby rearranged the levels in the source. Looks like I quit in the last level.)
Maybe these problems could be sidestepped by having the player switch channels instead of tuning a frequency?
The idea is very interesting, there is a surprising variety of opponents and the overall execution is good. Plus the name is clever :D
The way things wrap around when they leave the circle is a bit difficult to predict, even after recognizing the pattern. Combined with bullets always coming straight back at the player (and forcing them to dodge) the game is very punishing about missing. Maybe the key is holding a sufficient number of opponents in the circle to eat stray bullets?
It might be interesting to see what the game looks like with other shapes, especially if they make wrapping easier to predict. Maybe a square?
I didn't notice any of the lag the others mentioned, so maybe that depends on environment it's run in.
The game crashed a few times, but only after loosing so it's not a big deal. Here is a stack trace.
The feel of this game is great! The rhythmic ticking combined, the synced screen shake and clock and the animation of the contestants in the queue really work.
To me it seems like the player doesn't have very much agency. Dying usually seems inevitable, even when I successfully slap everyone in reach for a few turns. Maybe I just couldn't find a good strategy though. I also died a few times because I slapped in the wrong direction, but that one is completely on me :)
It would be interesting to see what this looks like with different time slices. Like only one or a few colors moving each turn or something like that.
I also ran into the same crash squak did. I think it happened when trying to restart the game. (stack trace)
I like the overall look. It's a solid twin stick shooter as long as the player plays along. There are also a few issues, so prepare for nitpicks:
- The music sure fits the "Lounge" title, but I'm not sure about the rest of the game.
- Bullets are a bit slow. While firing in the walking direction, bullets accumulate in front of the player.
- The playable character faces the way it is moving, not shooting, so bullets end up coming out of its back and sides.
- The frequency of the waves picks up quick and it seems kind of inevitable as the crystal thingies that work against it appear to be a bit rare.
- There was one of the flying creatures stuck at the very start during multiple runs. Shooting it would make it drop endless amounts of stuff I couldn't get to without taking damage.
- If the player is willing to leave the textured area, the game can be prolonged indefinitely. The Framerate will slow down to a crawl as the amount of bullets and opponents increases but the wave frequency will increase to one wave per two frames.
- I got my high score of 94 by pressing "D" for a minute or so.
- The seemingly infinite plain black area around the start offers no reference points that show how the player is moving.
We were actually thinking about doing several things to make it more clear what the controls on the left do
- Highlighting the part of the drawing arm corresponding to the control that the mouse is hovering over.
- Introducing something in the controls that spins in sync with the frequency the control is... controlling.
- Printing the frequencies as text, like "-f*2", "f*0" in the controls.
...but in the end we were way too slow. Most of the final version was written during the last day.
Our hope was that it might somehow make intuitive sense somehow without requiring users to know about the math.
Oof, we didn't even know that sound was part of the ratings D:
I'd be interested to know in what way the switches were hard to use, to be able to tell if it's platform dependent or general issue.
The way all inputs should work is that they can simply be grabbed and dragged to make relative adjustments. This appeared to work on Windows and Linux, but not on Android.
The Pixel Art is great, especially on the title screen.
I found the game itself rather hard, even without using the vertical direction, but maybe that was just because I didn't have a second player to test it with.
Edit: Oh, there was an odd glitch and my comment got posted trice. I deleted the two copies.
I'm the other dev of the similar/overlapping game onepath.
I played both the game-jam version and the version with the fixed button-door-thing to their respective ends, but I'm rating the fixed version since what has been fixed is just a small and very technical bug. Insisting on using the jam-version seems like a petty thing to do.
Seeing such a different game centered around the same/similar main idea is a really weird but fun experience.
Some things that occured to me while playing this:
- This game has a lot more moving parts than ours, allowing for a wider variety of levels at the cost of complexity.
- The way you've used the rather abstract things in your level to build whimsical pictograms made me smile. Pretty clever how you made that fit with the mechanics in some places.
- The difficulty curve seems good to me (în contrast to certain other games :D)
- The last level (unreachable in the jam-version) feels slightly tedious/punishing because I have to repeat a lot of actions and then syncronise them precisely. If I make a mistake I have to start over. My attempts looked like this: 1. Oh, timing 2. Oops, box pushed too far 3. Messed up the timing 4. Oh, I die when I stand in a door that is being closed 5. Oh no, the timing again 6. Finally :)
- I do like the idea of the last level, though. Maybe it could be reduced to less doors?
Maybe I'm biased, but this is easily one of my favorites! :)
Thanks for your feedback! I agree with your view on level quality/difficulty/progression. Before we started working on the game itself we made a level generator that generates levels of wildly varying quality and complexity. When we started hand-picking levels to put into the game we were in quite a rush and that really shows.
We couldn't figure out how to put instructions on this page so I'm pasting them as a comment:
Move using arrow keys.
Press space to create a clone at your location. Your clone will repeat all moves you have made in the current level, starting with your first.
When you've filled all pink circles, you can progress to the next level.
R - Reset the level.
Backspace - Undo
Return - Next level (if solved)
If you're on Linux or Mac you'll need Löve2D 11.x to open the file "onepath.love".
This game was made by coldiv.itch.io and me.