Wow! Thank you, probably one of the nicest reviews I've read so far! Appreciate it!
(You'll be glad to know I also found a way to fix that portrait flash, so stay tuned!)
Thank you! Been meaning to try out Cold Nights since it fell on my radar, looks awesome as well!
Thank you, both for your kind words and your feedback! I am glad you liked the demo and the direction this is going in.
As I'm currently implementing the full version, I am committed to implement a new font, since it this has probably been the #1 request from several different players. I've indeed also been thinking about implementing a more Zelda-like movement system (8-directional, as opposed to the current Pokemon-like 4-directional one). They're on the backlog!
Thank you for the encouraging words - you are far too kind!
Regarding the implementation, depending on how complex your scene is (in terms of Actors, animating parts, tile count, etc.) you could do both methods that you mention - in my case (quite complex scene with lots of animating parts), I found that "spawning" the notes via a script worked best. The sound effect is actually very simple - I detect note collision with an invisible collider just below the buttons - if a collision happens, I play the sound effect.
I hope this helps!
Thank you so much for the feedback and kind words, I really appreciate it!
I also agree to your points - this is a demo/prototype and some of the features and choices in it are not final, but demonstrative. In terms of submitting the game in time for the jam, I ran out of time to do more music and get the notes to drop in sync - the final game will indeed have different songs (the whole point will be to collect them) with varying levels of challenge as you progress! There's also going to be additional elements in the rhythm battles, where, in the final game, it will actually be possible to fail them. There are also going to be some 'relationship' mechanics with your bandmates, which will make the more challenging battles later in the game a little bit easier.
This is a great concept, I hope you guys expand upon it! Really great pixel art and spritework, and awesome level design. I loved the atmosphere, this felt like a love letter to Carrion, and it was a great fit for the jam theme. Props to the whole team for this!
Just a small thing, I noticed one weird bug in which the camera somehow got 'unhinged' from my character (so my character would approach the edge of the screen, e.g., while climbing stairs, and become invisible, as the camera did not follow it), and I could not proceed and had to restart.
Thank you for your kind words, and for playing the game, I hope you enjoyed!
As this is a prototype/early alpha the idea was to demonstrate the direction of the project and the feasibility of the rhythm sections on the hardware - therefore, in this version, as you noted, you can't actually fail in the rhythm parts (although I am implementing mechanic for this to be released in a future version - basically it takes you back to the sequence before the enemy spotted you).
'Settings' I wasn't able to complete during the jam, so I put it low on my priority list for the compo - it's supposed to control dialogue speed and some game mechanics related to the rhythm sections.
As for the font - I tried to do a handwritten "piratey" font to match the setting, but I see how it needs more work.
Thanks for the feedback!