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Xzealio

62
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9
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4
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A member registered Nov 01, 2017 · View creator page →

Creator of

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Ah, I was worried it might be a bit unclear and had a controls explanation at the opening to try and address this. The mechanics are simple WASD movement, Click to interact with the one NPC,  K to kill the NPC if you so choose if in range and at any time you can exit the game by walking down the valley. Think of it as a short story experience.

Thank You for playing!

The atmosphere was great. The graphics and music definitely set the tone perfectly. The character animation reminded me of skipping, so although I don't think it was attended, it felt morbidly humorous to be a robot skipping through an apocalyptic wasteland.

The movement was slower than I would have preferred. This is amplified because the logs are spaced out pretty far and in order to read the story you need to wait by the logs. If the logs were sort of "collected" or something so that the dialogue followed the player, then progress could be made while reading.

Now, I also see a benefit in having time for the player to explore the environment without the story to just take in the environment. Regardless, I really enjoyed the atmosphere you built and the story you told.

First playthrough I wandered around aimlessly until I eventually lost. Second playthrough, I clicked a balloon in the first room and won. 

Then I finally read the rules and understood what I was supposed to do. Fun and interesting concept. 

I like the aesthetic, but had difficulty telling the depth for the 3d platforming. The slide jump mechanic is fun and really lends itself to a speed run type feel.

Took me a bit to find the temple and went bankrupt a few too many times, but had a lot of fun.

Yo, after you followed I clicked your profile, saw and played this. Really cool concept. I'm surprised this didn't more ratings during the jam it was submitted it to.

I enjoyed this. The villagers kept requesting things against their best interests and then ran me out of town when it backfired on them.

I did not know I needed pinball roguelike in my life until now...

My first run, I died quickly only getting attack and movement speed buffs. Second run I got three attack buffs in a row and showed that TRex whose boss.

Art style was cute, the writing was charming, the movement was fluid and I loved the music choices. 

The story is not a reference to anything specific. I just liked the concept of a monologuing megalomaniac.

Thanks for playing!

thank you

I moved to the center of the screen, because no missiles would spawn there. Should make sure the missile spawns have the ability to reach every spot a player could position.

Thank you for your compliments and feedback! I've been thinking about the best way to add  audio and visual feedback. 

Currently there are particles, but they are hard to see and not the best solution. The solution I am experimenting with now is manipulating the string the notes are on.

For audio feedback, I've found it difficult to come up with a way to make meaningful audio feedback that, when implemented, will work for additional songs added.  I do plan to figure out a good way and add this later.

The music was very enjoyable, especially  Monsters Everywhere.  I really liked how you made it so Finally Fun only used up down left or right, giving the player time to adjust to the mechanics before adding any angle. The graphics were simple, but they maintained a refined look. This was a very fun game to play.

I tried to play through the game on Normal. The first song went well, but when I went to the second song the difficulty seemed to spike pretty hard. I spent around forty attempts trying to beat Monsters Everywhere. I never beat it. Im not sure if the input is messing with me or if the timing is off, but I felt something wasn't right. On Dance of the Blind the background almost feels as though it is spinning, which made me dizzy.

I love the music. Having the blues melody develop has you fill and complete the bars of the different colors was really satisfying. Even if I wasn't very good at maintaining combos, it was a lot of fun.

I will add azerty support this evening.

Thank you for your feedback and taking your time to try out my game!

A bullet hell mixed with a rhythm game is a really cool idea, and I liked the implementation of maneuvering around the source of everything. I really like look of a black background with bright colors to easily differentiate everything.

One of the bullet patterns was seemingly impossible to avoid. I didn't quite understand how the bullets worked, so I just shot randomly until enough ricochet hit the boss to beat it.

Thank you so much for your compliments! In the options if you select the QWERTY or QWERTZ options, it should change the key text on the game screen to the keyboard settings.

Simplistic, but I feel like it could make for a cool input style for a rhythm game. 

The game plays very slowly and presents no challenge. Maybe the difficulty increases over time, and if that is the case, it doesn't scale quickly enough. I didn't notice any penalty for clicking constantly, or a reward for clicking once.

Being able to change the speed of an endless runner through objects is a cool idea. 

At first I thought the red note was just another note to increase speed. I'd probably make the red notes easier to differentiate from pink notes.

I liked the idea of the game itself, but the level of unpolished work brought it down. The mini-game felt like the most polished piece, and that was very enjoyable. The art of the game was simplistic and matched the audio, but I felt the portraits didn't match the style of the rest of the game. 

The movement in the game is too slow. The mini game is unforgiving where if you get hit once you start from the beginning of the mini game. 

A fun game that explores a simple mechanic to it's fullest potential. The art and music fit snugly with each other, which tied with solid game play made for a fulfilling experience.

I'm personally not a fan of collecting coins unless there is some benefit other than score. 

I like how crisp this is. The latency between pressing a key and hearing the sound was incredibly low for me, which I don't often see.

The idea is fantastic. I thoroughly enjoyed the music, art and game play once I got the hang of it. I'm curious to see what this would become when fully refined. 

Getting a hang of the game play took several attempts. The sudden switch from a auto scroll level to a stationary level was jarring without an indicator of some kind.

This game was a really surreal experience. The entrance to the game was really cool and I loved the matrixesque hallway leading to the multiplayer. The sounds you chose for the players made for some really cool dissonant and otherworldly audio and I loved the level design. I really enjoyed the experience.

When I clicked on the computer to enter in the username, I tried to back out of it to make sure I didn't miss anything in the room only to find that I couldn't leave the computer once on it. I'd also like to be able to press multiple notes at the same time.

Thank you for your feedback and compliments, they mean so much to me. I have been working on the timing issue, but have been running into where it will match on one computer or browser, but get offset on another. It's an open issue I am still figuring out a solid solution for.

I am using Chrome, but I just loaded up the game on another computer and it works on this one.

Thank you very much for your feedback and compliments! I haven't made it auto-detect input yet, so currently the options are the only way to change the control scheme. Planned additions include feedback for the player on how they are doing and keeping records of past plays.

This was a very enjoyable platformer. The double jump mechanic felt very satisfying. The music was  peaceful, am always a fan of just piano, but I am not sure if it fits escaping a volcano. I enjoyed how all the art looks together, and the sprite of the cat looks especially nice.

Something about the base movement looks strange. Hard for me to explain, but the sprite looks glitchy when moving to me.

Love the concept, and how the difficulty is increased by adding more layers of sound.

It's difficult to tell the point at which an enemy can be attacked.

The concept was very cool, kind of like an Audiosurf where you're a car. The music was very nice and helped with the surreal feel of cruising on this otherworldly highway.

The car movement seemed glitchy at times(especially on the edge), which I feel kills the smooth feel of the music.

Simplistic, but fun.

A lot of the time when I went to maneuver between the boats and it seemed like there was enough space, it would cost a life. If you get over 100 score, the Score and Lives text overlaps.

Concept wise, I really like this. The visuals are simplistic, but it's pong so it fits perfectly. Not really much to say past that, because it's a work in progress.

It took me a bit to figure out how the game worked, but after I figured it out I enjoyed the base mechanic of pitch matching to unlock the next level. The music and graphics fit with each other very nicely. 

The game's difficulty scaling seemed slow to me, so it felt repetitive by level 7. The AI of the spiders seemed to just run around randomly, which led to me largely ignoring them while finding notes.

The concept for this is phenomenal. I started it thinking it was just the notes as platforms, and when I hit the first disappearing platform thought it was just gonna be a frustrating trial and error game. When I realized you used the scale to determine the platform I fell in love with the idea. I really like the development of the music as you collect the power ups. 

The bass power up seems to fade away a bit too fast, but that is just personal preference. 

I really liked the colorful animal aesthetic, the sounds and the concept. Just hearing the animal sounds with drums behind them brought a smile to my face.

The menu itself was more fun for me then the game. I spent about 3 minutes messing around on the menu before trying out the actual game. In game, I would try and get a groove, but ultimately it would get to the end and then loop a partially formed out of time beat. 

I think it would be helpful to have the input associated with each press shown on the color coming at you or some other way to help the player remember the inputs associated with them. 

The music was very nice. The graphics were simplistic, which fit very well. The game play only had the base mechanics in place as far as I could tell. Overall, I enjoyed The Adventures of Do.