Did you go through the install instructions?
SkyanSam
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Very cool idea, it's especially satisfying to see the monster bounce around. I would say to either choose mouse controls or keyboard controls for player movement since it's a bit frustrating to constantly switch between them. I would use left click to stop for player movement, so that way all of player movement can be controlled using the mouse. I also would make the camera follow the player, and not be controlled seperately. Other than those issues that need to be tweaked this is a really cool concept! The sound effects when the player ate one of the astronauts was especially funny.
This is a pretty cool concept. I especially liked the planet physics which makes the game really satisfying. The gameplay could use some more explanation, didn't realize I had to gain more mass than my neighbor to win. You could also display the neighbor black hole's mass so that the player gets scared when the mass of the neighbor black hole is close to being above the mass of the player's black hole. Also shooting planets at the black hole can be difficult because I'm not sure where the black hole will be (although this is a minor issue). Maybe add a curved arrow from the black hole that matches with the arrow coming from the planets. Overall cool concept! Also liked the SFX.
That was a bug. The idea was there was going to be two options: "Spin" or "Die". Pressing "Spin" gives the player a chance to stay at their current spot and roll without completing a level; however there is the possibility of the player failing and moving back a few spaces. Spin is basically a gamble. Pressing "Die" was supposed to allow the player to complete a combat level so the player can get a roll without spinning. Except the latter doesn't work. The Spin or Die dialog unintentionally appears after the player successfully completes a level. I'll plan to fix this in a future patch. To bypass the bug if you press Spin enough you can cheese through to the ending (in hindsight I probably should add a limit on how much spins the player has).
Based on your comment, clearly the tutorials in-game are not too descriptive. I'll try to make up for that by including a more detailed tutorial on the game page.
Thank you for playing. :)
Dont worry, if you still want to make a rhythm game even though the jam is over go ahead.
The Game Dev Bois server is active all year round even when we don't host jams so feel free to get feedback for your game there.
Also we will be hosting other jams in the future although they may not be rhythm related.
It doesn't have to be a specific kind of music, and you can use whatever graphics you want.
For music typically rhythm games use EDM but you could go with Orchestra, Rock or something more traditional instead.
Just make sure the graphics are cohesive and dont distract too much from the main gameplay 👍
Like Spirit Lamp said linear interpolation is the best way to determine a notes position. I'm working on a rhythm game tutorial for Unity to be uploaded before the jam, so by the time its out you may be able to take some concepts and convert the code to GML. I do agree that explaining everything programmatically is difficult so here are some visuals.
For linear interpolation you would do something like
Note_Position_Y = Lerp(NoteSpawnY, noteTapY, timeSinceSpawned / noteTime);
I hope this helps
Well, I guess our games really are the reverse then. Also quite addictive, lol. I do enjoy the amount of clutch moments, it feels really satisfying when I'm able to catch a node moving at a pretty fast speed. If you wanted to make it easier on the player you could display an arrow warning, maybe when the nodes will be especially fast. Also I'm not sure if this was intended but audio was static on Firefox, though it was less static when I ran the game on chrome (maybe this audio issue could just be me and I should restart my pc). A leaderboard for this game could also be cool. Overall really fun challenging game with amazing visuals that really put me on the edge while playing. :)
The visuals and audio were really nice. It is an interesting concept but there are some areas that need work to make the game more fun.
For me at least the game didn't become as fun until I got to the later stages of the game (I was able to get to Wave 31). I think that may because the player has too much health. It may be more effective to give the player an HP boost every other wave and lower the total HP.
I also found it really easy to dodge the bullets. To make the game more challenging you could turn the bullets into homing bullets that follow the player that eventually stop after a given amount of time.
Maybe you could also have the center object that the player is connected to move around to make the game more challenging, and maybe possibly put a cap on the amount of distance that the player can be away from the center object.
The game could definitely could use some work, however the variety of enemies we're really unique and the visuals looked really good. The use of timing (especially with the explosion enemy) was also pretty challenging so that's cool.
https://itch.io/jam/298576/add-game/1005062?token=lcav1dMJtJdfGeSLf3Av7Ghdcw
Here you go, sorry for the delay
https://itch.io/jam/298576/add-game/1007926?token=eYgyiWQtt8ckwZ65MjnXZ9S5x4
Here you go. Also you might want to consider putting a 100% discount on your game for the duration of the rating period, so that people from the jam can play your game. :)
Understandable, here you go
https://itch.io/jam/298576/add-game/1008020?token=L0lLYJ9nlakIivP1IkJXnYqPQwM
Sorry for not reading your replies sooner. Here you go
https://itch.io/jam/298576/add-game/1008057?token=uJcc6Xxvlcgw4zscjMo4CFbAcmQ