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(+2)

hey, its me again! my suggestion is, that (whatever they're called) the buffs in the bottom right hand of the screen add to the music itself, defending on what you have in what slot. maybe an off beat hi-hat or something that mixes it up a bit, seeing as the music gets very repetative

(+2)

We are overhauling the music system this week.

(+2)

Awesome! Cant wait!!

(3 edits) (+3)

Twin Bullet Concept

Here is an idea, a new note type:


Damage: 1 purple note bullet damage (cause we don't know the default number)

Speed: normal bullet speed

Amount: 2, will move like in picture (not 2 copies of thing in picture)


Gertimoshka's Idea

this is really good; it could POTTENTIALLY be a unlockable slot line

that what was in my mind

(1 edit) (+1)

just left feedback, but ill repeat it here in case you dont see it, im also adding more here

 i would recommend making the bosses telegraph their attacks a bit more, as it is now its a bit unfair

there should be difficulty in the full release, 1 hp for hard 3 for medium and 5 for easy, that would make the game a bit more inviting for new players whilst letting better players challenge themselves

i would recommend adding descriptions for each upgrade, and put the joke at the bottom

 i would also recommend making the tutorial explain how different notes effect each other, like how green makes it go faster/farther as well as how some enemies work

i also recommend making doors not close forever and adding a map, though this is least important to me 

this is my recommendations as of now i may update later

The map seems interesting, rather than it being random, being able to clear every room would be fun, for some players

(+1)

Have you ever thought about adding items like other rouge litkes that do little things, like what if you could find an item that made your yellow purple beats explosions explode into more even smaller triangles, maybe that would be one the circle things? but stackable things so you can get even more powerfull past full square mode, like what if there was an item that gave you an additional row of squares to fill, and the scanner bar got fast to scale. Im probably suggestiong to much and it may even be annoying to try to read this, but like, another item could be an addition equipment row, so you could hold 2 riot shields or a riot shield and a domino or something. I notice that if you dodge on beat, you lose that attack, and i feel like that is A LOT of wasted potential! what if when you dodged on beat it did something based on your squares, your solo yellow would dpuble in size, you pink would shoot five, your blue would deal double damage and green would make you dodge far further.  I also feel as though a lock and key system could work nicely, perhaps its a bit too much for the vibe you have going on, but fighting a mini boss could drop a key that can be used after beating the boss of that stage to get a bonus item/equipment/square etc. Sorry about such the long comment its probably bothersome to read these, but i made this account just to comment. i think this game is so amazing and way too captivating, its on my steam wishlist and i cant wait to rack up hours! huge props you and everyone else who worked on this. Thanks for reading and i look forward to a reply.

Jake

Hey Jake, thanks for all the great ideas! Yah we plan on adding a bunch of passives and abilities that do a ton of cool things. Right now we are focused on making levels, bosses and enemies to kill with all those powers.

(+2)

What if the special "modifier" squares, like sentry or riot shield, were usable as normal squares (and you can have up to 8), where you have to replace a color with it, but you can put it anywhere in your song. So, if you want a sentry, you can do Yellow, Sentry, Blue, Purple and have a sentry that does what it currently does but without a green. Perhaps they could be colorlocked as well, e.g. in the above example, that'd have to be a green sentry. 

(+3)

You know... Maybe the attack from the boss of the 2nd world is a little bit too fast... Only if you know the boss well you can dodge it.

(+2)

if i could make a suggestion how about starting with 3 notes not applied yet so the player can put them in whatever they want without modding the game  love your game :)

(+1)

You can unequip notes by clicking on them so you can edit your build on the fly.

(1 edit) (+3)

Very easy to learn, very hard to master game. I think it is really cool how putting the order of notes in a specific way can generate new sounds and patterns. Love your game and will probably buy it when it is Early Access on Steam.

(+2)

I know its kinda sudden, but the game kinda needs a new world, and not just any world. It is a world where every legendary power-up you get in the first world, is the basic thing is the new world. I'm saying this because for me, it became repetitive whenever i pass lvl 20. Kudos to you and the team for creating an amazing game.

(+1)

Thanks for the feedback, yah there will be many more worlds to come. We plan on going into early access on Steam and adding a lot more content.

(+1)

Thanks for replying :D. I thought wasn't going to get a nice response because of my comment. 

Question, if you go into early access/beta will patreon be the only way to gain that early access?

We will be going into early access on Steam this summer. Anyone will be able to buy the game and be apart of the early access.

(+2)

there needs more upgrades and more note types

can we have checkpoint?

(+1)

I think that having a checkpoint is kinda not the point in these games.

i see, i kinda have regret when i got good upgrade then die and lose it xD

(+3)

hey i found a bug where the enemy can go through wall in the middle of the room.
i'll report again, if i find more bug

(+3)

waiting for the game in steam to create cheats  :3

Dodge should be activated with hitting the directional key twice instead of pressing space.

That is just going to make the dodge timing more difficult imo

(+1)

could be both, really

Sometimes I'm moving left but I want to dodge an object coming from the right. So I'll have to split my brain for the timing for these two keys.

(+1)

Idea: Alternative use for notes:

Those notes you pick up could be used to "infuse" a white block with that notes power.

So lets say you have a white block on the blue line, then you "infuse" it with "Purple power", then suddenly that note sends out 3 blue balls, instead of 1, it basically acts as if you have BOTH a Blue & Purple note on that column, but it's just from 1 block there.

mergeing notes?

Kind of, yes.

(+1)

Is no one going to mention how they misspelled access on their steam page?

(+1)

ill fix it eventually, spelling isn't my strong point.

(+1)

I had a bug that only happened to me while using a controller. while i'm running up against a wall, i will sometimes go through the wall. In all fairness, i tried to see if i could replicate it under my control but had no luck and nor could i find a way to abuse this. if anything, i got outside the map and almost got lost haha. i think it may have something to do with the green tiles speeding me up and dashing at a wall at the right time? not entirely sure.


another problem i ran into while using controller is when im using the d-pad to change my music tiles, it would fail registering the controller inputs for roughly 5-10secs+


PS. this game is great and has so much potential and cannot wait to see how far you take it :) <3 

(+1)

Great thanks for the bug reports! the controller support is kinda half way done, so more polish is coming. I believe the wall issues is fixed for the next build, coming soon. Lots more to come!

(+1)

sweet. love what you have given us considering its only a demo. much love :)

(+1)

Cleared LVL 21 :D, though i didn't die, i just wanted to die. 

P.S: THIS IS SETUP IS AMAZING

(2 edits) (+3)

Heat-Seeking does not work with lasers.  Logical but unsure if intended. Heat seeking could also take effect a little quicker, they usually disappear before hitting an enemy.

Turrets can be thrown inside enemies.

Mini-Gun and Heavy-Bullets don't seem to work together, but I guess that would be a little too powerful. 

A piercing upgrade would be nice, like a rail-gun to shoot through multiple enemies.

The attack of the  bug boss is a bit too fast, maybe a ~+0.15 second delay? 

Most upgrades don't seem to do much. Spin-Shot or Circle could maybe have +1 to +2 projectiles per upgrade?

Possibly after dashing you are invincible for ~0.20 seconds, for those times when you dash and barely graze and enemy. This is a better alternative than making the dash longer.

Checkpoints, to add a little bit of mercy on all of our souls. It feels like not saving in Resident Evil and dying and having to restart at the beginning of the chapter. 

A magnet upgrade that will increase the range you can pick up  Bits?

An upgrade which could slightly increase the tempo, making notes have shorter delays between them.


An upgrade which bullets will follow the cursor for the bullets lifetime.

(+1)

lasers do pierce but yeah all these things would be great

(1 edit) (+1)

Minigun and heavy don't work together because they both take up the circle item slot, although it would be neat if they worked together.

I personally feel like adding checkpoints would sort of weaken the fact that it's a  rougelike, but other than that I think your other ideas are really cool.

What are you talking about? Mini-gun is a hexagon slot and Heavy is a circle xD

Checkpoints would be massively OP. It would ruin the fun :]

(+2)

The dash delay always kills me :(

(+3)

needs to have a timer for enemy despawn for when they get stuck in walls, it really sucks when there's only one left yet you cant get to it...

(+2)

We are looking to fix this ASAP.

Try using Blue + Yellow shots.
The splash damage might be large enough to kill them.
(But, Yes. Annoying bug.)

Or only Yellow (maybe +Green), then stand next to the wall.

Same concept, but larger splash area.

(1 edit) (+2)

The main menu song is SO addictive!  It is absolutely amazing.

I could listen it for hours

(+2)

AWESOME! = Minigun + 8 Yellow + 3-4 Green [2, 5, 8] or [2,4,6,8]

Gattling is jut amazing in general lol.

(+3)

IDEA: Preview upgrades in store.

It would be nice if it was possible to test the upgrades in the store, without purchasing them, the purchase is finalized when exiting the store.
If you have equipped upgrades you can't afford, then the doors are closed until you un-equip it.

(Maybe even with a mechanic that makes it possible to steal upgrades you can't afford, like the next room goes directly to the boss battle & the boss is +10% to +50% harder, or something).

or like spelunky where the shops get dangerous

(+3)

Idea: "stack" white blocks.

You could "stack" white blocks on the same spot, to power up that attack.

So you have the option to spread out & do multiple attacks, or "stack" up the damage into a single HUGE ball of death (for example).

So, lets say you have 3 blocks, you can either spread them out (eg: yellow 1, 4, 7) or stack ALL 3 of the blocks (eg: on Yellow 1) and it does 3 times as much damage in 3 times as big area.

(+4)

My Report:

This is what i think about it, Spoiler its long

Main

Liked the game but it misses some stuff, i understand that it in progress but i have some ideas to add in game

Note Attack Combinations

Then you have a lot of notes to spare filling all of them makes it boring, i would like to have a possibility having different combinations of note attacks, like orange and blue notes combined also can shoot 4 blue shots around the player with reduced damage, that would make the game more fun and have a lot of different attack patterns

Shops before Bosses

Sometime i get like 200 coins in first stage, but i never find a store before the final boss, make it so before a boss fight we had a store, so we can waste our money for upgrades

Notes in firsts rooms

Sometimes i reach the boss while still only having 3 notes, i would like that you will automatically after you complete first rooms you get a note, would make it a little more fair

Special attack at first notes Sequence

it looks wrong then your attack is the last one, cause some of them extend to next ones, and players tend to put notes on next sequence, and it visually looks wrong

Original Notes at same sequence

First, i would like to shoot a blue shot while having an orange explosion around me and able to do different combination (first suggestion) to cost 1 note, makes game little harder but you may add something for that (like my 3rd suggestion)

Enemy Ideas

Stage 3 bosses are repetitive , so what if we have a the bosses do this:

Mini boss

Shoots 4 homing missiles around himself, then shoots the player directly with 5 fast bullets

Boss  

Has to shields covering 1/2 of himself with cant be destroyed. Will shoot 2 lasers ether sides of player and moving closer to the player.

After some damage to him dealt his shields will be destroyed and will try to shoot you with fast bullets, and then will summon 4 shooters which shoot with homing missiles, then will try to ram you quickly

Armored

An enemy, which has shields around him covering 2/5 of himself, shields cant be destroyed and they rotate around the enemy, player must shoot it from sides that doesn't have a shield

Shield-er

Supports other enemy by making immune shields around them (can just increase defense), must be destroyed to destroy the shields

Note Slower

An enemy with cant attack but will reduce the speed of your note template, making bigger pauses between shots.

New Notes Ideas

Fire note (took out of comments below)

Then enemy is hit with it will take low but continuous damage

Color: Red

Fire note Extra:

Combination blue: 1, Has an increased damage.

Combination Orange: 1, After death will explode, dealing damage. 2, will shoot 4 of those around the player with reduces damage

Combination Green: 1, Projectile goes quicker 2, will deal damage quicker over time

Combination Purple: 1, Shoots 3 projectiles

Bugs

Shooting enemy in stage 1

will not turn toward you for some time after shooting, the will snap right to look at player

Enemy going through walls

Sometimes enemy will go through rooms prop wall (not outsides one)

(+1)

Thanks for the feedback!  The level 3 boss is coming very soon.  It is nearly fully developed now.  We hope you enjoy it once it goes live.

(+1)

I would like to see it! Can't wait for it

(+1)

Heat seeking doesn't seem to affect lasers :(

(+1)

Hello, I really love this game. It's super creative, but it needs more "notes." By the way, what does the Blink feature do? I know it affects the dash thing, but as far as I can tell, it's just an aesthetic difference.

I think it teleports you instead of dashing, so you can teleport through an enemy, which you can't when you dash... I think.

(+1)

Aesthetically, it looks more like a teleport.  It also is far faster, so you are less likely to lose your shot while dodging.  It allows you to reposition AND shoot in most cases instead of one or the other.

(1 edit) (+3)

This game needs a wiki



Luv it btw

(+3)

Feature request: another level on the 'staff' of notes that gives it continuous, but weaker damage, like fire or acid damage in other games, maybe red? 

(+1)

umm, bug report here. It has never happened before, but just now, I reached the boss of stage 1 (4 dots connected with black lines, with a red+black eye in the middle) and once I was hit while on 1 heart, it simply didn't display any hearts, yet I continued to play. I was also hit later in the same bossfight, and still took no damage, and 0 hearts were displayed. So in total, I started with 3 hearts-(3), lost one-(2), gained one-(3), lost one-(2), lost one-(1),lost one-(0), lost one-(-1), before finally dying. also is it possible to implememt this into mobile?

(+2)

Feature request:

  • Longer lifetime on coins (or preferably totally removed de-spawn mechanics for it), they can be de-spawned when leaving the room, or like 10-20 seconds after the last enemy is dead.

Because I feel this is a game about dodging enemies & bullets, not trying to suicide-dash into a horde of enemies & die, just to hopefully grab some coins before they disappear, because sometimes it's just impossible to get to the coins because there is a big wall of enemies in the way & when I have finally worked my way around (or through) them I just come back to empty space because the coins have vanished, it's very.

  • Save a starting template for the damage setup.

Because it's annoying to have to reset it over & over & over & over again, after every time I have died.

It can save when exiting the starting room.

(+1)

Bug 2, Probably memory leak from turrets?

I wrote the previous comment while the game was running, I had just cleared out a room on the 2'nd level (world?), so the game continued to shoot out turrets.

When I resumed playing, it was very lag, so I think something (probably turret) didn't get deleted properly, so multiple instances (of something) kept being created but not properly removed, I'm guessing.

(1 edit) (+1)

Bug: Turret + Sharpshooter upgrade.
It basically shoots the turret out of the map, it don't even bounce off the walls, it's just gone.

I have filed up all 4 slots on that firing section, including green power.

When I removed the green power, the turret BARELY get 1 single shot of before timing out & disappearing.

The problem is that the turret doesn't fire while moving, and with sharpshooter it moves so far that it times out.

The lifetime really needs to be extended, or at least only start to count WHEN the turret has come to a complete stop.

That makes a lot of sense.  I'll make a note of turret's 'timer' only beginning when the turret comes to a full stop.

(1 edit) (+2)

"Buggy" dodge.
There is something weird with the dodge/dash mechanic, many times now I have died while trying to dodge, but the dodge either don't happen, or there is a delay between I push the button & it actually moves.

I am using the green slots for greater movement speed (slot: 1, 4, 7) if that "consumes" the "dodge power" or something like that.
--------
I have also noticed the reverse, I have just dodged, but the bullets I expect to fire doesn't happen.

I assume that is because the game-tick where the bullets should fire happen during the dash animation, so it's just skipped that firing step.

But it would be really useful if the firing would just be delayed to the end of the dash in those cases.

Because usually (when not avoiding,) the dash is calculated based on the expectation of firing from that new location, like: dash around a corner & expect to release a barrage of bullets, but nothing happens, it's especially DEVASTATING when you plan to fire your piercing "ultimate" into a horde of enemies, but it just "fizzles" into nothing because I dashed 2 milliseconds too late, so now I'm soon dead, because the enemies are too close & the dash is on cool-down & no bullets will come in several eternities.

Losing your shot when dodging is intended.  Otherwise you could just dodge non-stop and be invulnerable constantly with no drawback.

(1 edit) (+1)

Will the game be on mac or windows?

(+1)

Windows first, but Mac will follow quickly.

(+1)

Thank for the reply!

(1 edit) (+1)

The luck on my melee only run, the third room. Click view rest for notes.


(1 edit) (+3)

I found a bug, in one of those rooms with a black cube in the middle, some enemies (basic square) could go through it as if it wasn't there.
Unfortunately I was just next to the wall & I died.

This happened to me but with all sorts of obstacles, not just squares

(1 edit) (+1)

@Woolly Walrus Games
What softwares & programming languages do you use to make games?

(+1)

It's all c# in Unity

Thanks :)

(2 edits) (+2)

I guess I'll take... Lasers maybe?

I guess I'll take... Lasers, maybe?





Happy face :-)

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