thank you
Xzealio
Creator of
Recent community posts
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.
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.
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.
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.
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.
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.
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 concept was cool. I enjoyed trying to determine which circle will hit first, and if two circles would hit at the same time, lining it up for the next color as well. The music (of the two songs I tried) was very calming and peaceful. Overall, this was very enjoyable.
Looking down to figure out the next color, only to need to look back up to figure out where the color is and where the next ring will hit was one step too many for me. Upon completing a row of the colors, the game would usually spawn me something impossible to prepare for.