No I didn't ahah, is there any hint?
Miki (Game Designer)
Creator of
Recent community posts
The game run really fast for me, both in movement speed and jump speed. I don't know if this was intended, but it made climbing stairs practically instant ahah!
Played the full game, and the ending is unexpected.
As a feedback I would like if the camera didn't follow the player up and down while jumping, it makes platforming feel a bit off.
I like the torches as checkpoints, they saved me a bunch of time!
Woah you got really good ahaha, well played!
Thanks for the feedback, more weapons definitely were in our design at first we spent a lot of time trying to balance the first weapon and the physics of the arm so in the end we just decided to go for one good weapon as a starting point.
We never thought of spellcasting, it's a really cool idea!
The game is well made for what it is!
If you want some feedback:
- There is not much to do on the gameplay loop, you just walk around and search for objects, I would've liked some enemies to avoid or something to make you lose.
- It wasn't clear that I had to go on the end of the labyrinth after collecting the 3 objects, but I made it with trial and error.
Played the game from start to finish, love the concept and the art!
I really like Rhythm games and this was of no exception, really fun.
If you want some feedback on my playthrough:
- I had a bit of an hard time realizing how to make a "Perfect", I was aiming to "Deflect" the projectiles so I didn't want them to touch me, but that was not the Perfect Timing. After a while I realized that they have to be on top of you, usually in games like this there is some sort of indicator (like a line) that indicates when the note will be Perfect Timing.
- The notes are all based on the Rhythm alone, almost none of them follow the melody. This is good, but tends to lead to a repetitive gameplay, there are some cool part of the songs where I want to follow the melody (the most intense ones). Switching between melody and rhythm should add some variety to the gameplay resulting in a more fun experience.
- Not a feedback, but i managed to get S+ on the last song, and it felt really cool!
- I like how you differentiate between hit notes and accuracy, if I'm not mistaken accuracy is based on how well you hit those notes and points are how many of them you hit.
I really had a lot of fun playing the game, thanks for the work!
The game got stuck 2 times after reaching the chest in the level in the left part of the map. I wanted to play more but rip.
The idea is cool, the music and the art is fire I love them.
Gameplay wise I would like more control of my character when I'm in air, and some enemies don't see you from behind even when you hit them, so they're just standing there for free.
I can also attack while defending (?), I don't know if it was intentional but it seems pretty busted ahah.
Good job on the game, it was fun!
The game is really... Strange? Ahahaha I don't know how to describe it. I get thet VimLark is my boss, and i'm working for him, that was a cool idea. But man I'm getting frustrated cause you made me wait so long and I received only a speak as a reward, I really wanted more.
Also I found that going back and forth in the Boss Room makes all the various interactions appear one after the other without having to go back to work. And the camera movement was a little bit slow on my pc (maybe cause of resolution).
So far, good job on this work, the long corridor with all the thumbnails was cool!
Nice game! I like how fast paced it is, if only giving commands would be a little easier it would be even faster imho. The climbing animation of the enemies is well done and the fact that I shoot them while they're coming makes the game more like a fast management, everyone has to do something. I've played up until level 3, then it became a little bit stale because enemies were never attacking me. Good Job!
The game is pretty good, I really like the music and the balance between stuff to do and maintaining the stress level low with items! Since I have to do everything fast maybe a map of the floor would help me going through without having to memorize every single spot I've been. I finished the game, good job!
Thanks a lot for playing and for the feedbacks!
We initially thought it as a local multiplayer, we spent a lot of time into arena design, basic movements, IA and player tuning, so in the end we decided to leave it as a singleplayer experience. I think we still need experience (and time) to provide an enjoyable multiplayer gameplay, but this went into the right direction, so I'm really glad you did enjoy it!
I liked playing this game till the end! The concept is really good I feel like a hacker trying to find the right variable to mess with.
The platforming needs improvement it feels like jumping is the most difficult thing to do ahahah.
To be honest, as a player I don't really like reading so I skipped dialogues, and some things were not that intuitive (but that's my fault i guess :P).
In less words: Short and Sweet
First thing, thanks for the feedback, we really appreciate you played our game!
We tried to connect the environment underneath the player to the "Main Events" of the game, finding the Cheat Shards, but I understand, we made maps a little bit too big , it seems like we need to work more on how to redirect the player into precise directions.