We are actively developing this game and would appreciate any (constructive) feedback you got :]
A cosmic dance game · By
Hey there! I wanted to submit this feedback to your survey but didn't see a space big enough to elaborate what I wanted to say, so I hope its okay to do here.
I have zero problems with the cutscenes and the story--just so you know the mom character's walk animation took me OUT, it was so funny. All of the cutscene animations were spectacular. I also think the core gameplay mechanic is really strong and unique, but I had a hard time getting the hang of it on the first dance battle because of the lack of hand holding, so I made some notes about how to potentially ease players into it more.
1. Understanding the movement that I was was supposed to mimic was intuitive most of the time, however there were some moves Ring was doing that I was like--how do I make that shape? I like that I am able to move at the same time as her to practice before it is my turn, but adding some tutorial arrows underneath her avatar to give a hint of how the mouse should move would be helpful, as well as the parts of the body she/I am supposed to move (this is only for the first few levels while people get a hang of the controls, and probably should be toggleable in the options menu--otherwise, the glowing body parts signifier is enough). The little movement hint would be similar to other dance games like Just Dance or Dance Central. This is not technically a dance game but the patterns are recognizable already so might as well use 'em. I drew a sketch below:
2. There was a long stretch of music in the dance battle where nothing happened; it was neither the player's turn nor Ring's. I think we were all just waiting for the beat to drop? This should definitely be a freestyle section, or perhaps Ring and the player can trade some witty banter, or even both, whatever can fill the space so it doesn't feel dead.
3. I think the score at the top is fine, but in order for a player to understand that they are doing well until the screen at the very end telling them if they passed/failed, they need a visual representation that compares their performance to a benchmark while they are playing. The easiest way to do this is by having a "Score to beat" at the very top, but again dance games have paved the way with the much more readable "success bar". So players can see at a glance: Bar is high, I'm doing good, or bar is low, I'm doing not good. This would be a lot of additional work, but also adding in an aura for players who are doing really well and chaining their tricks just feels really good and keeps the visuals clean.
Overall I am a huge fan of this game, If the level of quality I've seen so far continues all the way to the end of production I truly believe it has the potential a hit because it was SO funny, and the skill level could actually get quite high so watching players get good at this will be really interesting. PITCH THIS GAME TO PUBLISHERS so you can get the funding to finish it!
Thanks for reading this, and I wish the whole talented team success in their future ventures!
Everything about this game is amazing and I'd also like to second cutegamesclub's feedback.
Also the game instructions said the (stage) left leg was V but I found that the key was actually Z?
Another point of feedback is when I release the leg button, it would be good for the leg to return to the ground unless it's intentional to leave Gorb's leg hanging in the air sometimes?
When the camera pulls out to reveal we're watching a video on a phone at the end of the tutorial... that was a literal stroke of genius. Whoever thought of that should really pat themselves on the back. This is one of the most charming games I've come across in a very long time. I love the models, I love the animations, I love the visual style, it's fun, it's cute... this is really something to be proud of
Found this game recently and so far it looks stunning and impressive. If there was feedback I would give it would probably be what cutegamesclub said about having sort of system that would hint the user on what they should do. Maybe at minimum on lower levels by default with it eventually disappearing once a user has gotten a grasp of how things work.
I genuinely had fun playing your game !
I really like the vibe of the visuals, I love the design of the first opponent, and the music!! I had a bit of trouble figuring out what to do on the first run, and I still wasn't sure if rhythm was important, because when I tried to reproduce slower movements at the same pace, I didn't score very well compared to other movements.
All in all, it's very nice, congratulations!
The game had a bunch of charm, the art and the concept is great! One concern i have is that some moves are impossible for the player character to do. for example, some moves where you have to press 3 keys at once (for me it was the ADZ keys) wouldn't be registered by the game, probably because some keyboards are weird and has trouble registering the keys being pressed. I think to simplify the controls why still being able to increase the difficulty, there should be combo sequences the player has to follow, like they press a and d to move their arms for a bit, then w to move their head, kinda like in a rhythm game where you press keys one after another. that way you can still add difficulty and the keyboards can register all the keys. great game nonetheless.
This game is so much fun! The tutorial feels great and doesn't require you to return to the main menu which is fantastic, It just launches you right into the story, perfection. This game is going in the right direction and I love how the controls look like a human body in a way, it helped me figure out how to control the right foot on a different keyboard.
Feedback: There needs to be portal sounds, that's it.
Can't wait for new content.
Excellent art and style! I also like the music.
Issues: