I am back once again, and this time I actually counted. Decided to stop at good ol' stage 69. Got a few more notes here:
The fov is a bit too small. Combined with the fact that not all enemies glow, it sometimes makes it hard to avoid things like the snakes that come right at you out of nowhere. I think it would be good to increase the fov size, or at least make all the enemies glow.
On the bug stage, it felt a lot more rare to get one of those 4 way split rooms that lets you choose which room to go to (like the shop or boss).
The snakes can hit you before you get far enough into a room for the door to close.
Sometimes there can be a big crowd of enemies directly in front of the door which is a bit inconvenient.
There's a small visual glitch in the sequencer when going into full screen mode. You can see it in the screenshot above, where one of the columns stays permanently Thicc™. It happens to whichever column is currently Thicc™ when you go into full screen.
The barrier passive can shield you from taking damage from the bug boss' second attack with the columns of bugs. Not sure if this is intentional or not.
When you start getting a ton of bullets on screen like with the setup I have up there, it sometimes makes it difficult to see your character while moving around and shooting in close quarters.
Enemy bullets can be hard to see over your own attack since they both glow to the same white. It might be good to pull the red bullets to the top layer so you can see it over your attack, but there's probably a better solution than that.
[edit] A pause menu would be very nice.
Anyways, that's all I can remember for now, I'll edit this comment if I think of anything later.
Awesome job getting that high! Our latest discord build has resolved some of these. We will be putting it live after the discord members have given it a nice test run.
There is a pause menu tied to the Esc key but on the web demo, it exits fullscreen the first time to you press it. Pressing Esc again while not in fullscreen will pause the game.
Does a dash key exist near the arrows? It's not practical to use the dash while moving with the arrow keys. If this key dosen't exist, can you please add one?
Bug Report: Sometimes when I kill an enemy and it drops coins, I can pick the majority of them up, but can't pick up 1 or 2, and they eventually despawn. This has happened to me multiple times.
I found a visual bug with the note collection at the beginning of a new game. I'm guessing when you click on the notes faster than the menu music ends after clicking play, the first note will be invisible but the others will seem oddly placed. The visual bug fixed itself though once I exited fullscreen.
If you could, try and make it so the vines in the background in the 2nd area move, it would look alot like Insanely Twisted Shadow Planet. Look it up the game has some fantastic visuals you could be inspired by!
Locked rooms that you have to play a specific sequence as a "key" to unlock the door (like in the Zelda Ocarina of Time games), the current room contains clues to the music pattern.
I see the suggestions with additional bullet types.
I think it can work, but you can only "bring with you" 4 bullet types to battle, but you have plenty more to choose from in the "load-out area", or something like that.
secret bosses? like if you have only 7 notes [2G 4P 5B 6P 7B 8YB] a text will appear at the top saying ¨the grid is not 90° and red... seems like a anomaly appeared¨ if you get to a choice room the only options are: mini-boss and ??? (??? being the secret boss). each world will have a ceartain rhythim to do in order to summon the anomaly (the hive is melle + speed (and tecknology is spread in 1 and 5))
Hello, this game is brilliant, but could you maybe lower the amount of damage the small bug swarms can do to you in level 2 (maybe make it so one has to hit you twice to take a heart) because I have had many good runs ended by one of these little demons attacking me while I am dealing with purple/black enemies.
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
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
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.
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.
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.
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 :)
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.
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.
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.
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
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!
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.
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.
← Return to game
Comments
Log in with itch.io to leave a comment.
I am back once again, and this time I actually counted. Decided to stop at good ol' stage 69. Got a few more notes here:
The fov is a bit too small. Combined with the fact that not all enemies glow, it sometimes makes it hard to avoid things like the snakes that come right at you out of nowhere. I think it would be good to increase the fov size, or at least make all the enemies glow.
On the bug stage, it felt a lot more rare to get one of those 4 way split rooms that lets you choose which room to go to (like the shop or boss).
The snakes can hit you before you get far enough into a room for the door to close.
Sometimes there can be a big crowd of enemies directly in front of the door which is a bit inconvenient.
There's a small visual glitch in the sequencer when going into full screen mode. You can see it in the screenshot above, where one of the columns stays permanently Thicc™. It happens to whichever column is currently Thicc™ when you go into full screen.
The barrier passive can shield you from taking damage from the bug boss' second attack with the columns of bugs. Not sure if this is intentional or not.
When you start getting a ton of bullets on screen like with the setup I have up there, it sometimes makes it difficult to see your character while moving around and shooting in close quarters.
Enemy bullets can be hard to see over your own attack since they both glow to the same white. It might be good to pull the red bullets to the top layer so you can see it over your attack, but there's probably a better solution than that.
[edit] A pause menu would be very nice.
Anyways, that's all I can remember for now, I'll edit this comment if I think of anything later.
Awesome job getting that high! Our latest discord build has resolved some of these. We will be putting it live after the discord members have given it a nice test run.
There is a pause menu tied to the Esc key but on the web demo, it exits fullscreen the first time to you press it. Pressing Esc again while not in fullscreen will pause the game.
Does a dash key exist near the arrows? It's not practical to use the dash while moving with the arrow keys. If this key dosen't exist, can you please add one?
Key Bindings will be included in the Steam Early Access launch.
Bug Report: Sometimes when I kill an enemy and it drops coins, I can pick the majority of them up, but can't pick up 1 or 2, and they eventually despawn. This has happened to me multiple times.
Great game though, keep it up!
coins dissapier after few seconds, you have to collect them in time. i dont think its a bug
They aren't picked up, even when I walk over them multiple times.
This is a known bug. Our discord test builds are showing that it may have been resolved. If not, we will keep hunting it down!
reporting bug: if you have sharpshooter you can destroy those 4 shield bubbles from the tunnel before entering boss room in bosses on floors 1 and 3
You can actually do it with any weapon as long as you're within range.
Thanks for the report! This has been fixed in the latest discord test build.
I discovered something about the spin shot. If you use the bouncy bullets with the spin shot weird stuff happens. so you might wanna look into that.
That was bugging us for a while too. It is fixed in the latest discord test build.
can it be free? it would be awsome if it is free
Sadly no. Game developers need to pay rent too! This demo will remain live with a limited feature set though.
aww
I found a visual bug with the note collection at the beginning of a new game. I'm guessing when you click on the notes faster than the menu music ends after clicking play, the first note will be invisible but the others will seem oddly placed. The visual bug fixed itself though once I exited fullscreen.
Interesting, we'll look into this. Thanks for the report.
would be awsome if there is shield its the same as health but it might have another use
Sort of like soul hearts in Binding of Isaac?
Ummm, enemies can clip through walls pls fix it. It's like a mini jumpscare
We have this fixed in our latest internal builds. Hopefully it will go live this weekend.
Will the game be available on mac os?
I would love to play this game but my computer is an old mac inherited from my father
Yah it will eventually be for Mac os. Maybe not right away at launch, but at some point in early access.
If you could, try and make it so the vines in the background in the 2nd area move, it would look alot like Insanely Twisted Shadow Planet. Look it up the game has some fantastic visuals you could be inspired by!
Would it be possible to add a menu for all the note sounds you collect?
(this is my 3rd or so comment but shhhh)
Locked rooms that you have to play a specific sequence as a "key" to unlock the door (like in the Zelda Ocarina of Time games), the current room contains clues to the music pattern.
shhhh keep this a secret, we have plans to do this. lol
I see the suggestions with additional bullet types.
I think it can work, but you can only "bring with you" 4 bullet types to battle, but you have plenty more to choose from in the "load-out area", or something like that.
The "annoying" part is to program the results of all the possible combinations , the amount of combinations increase exponentially.
I LOVE this idea. Many rouguelikes have multiple characters with unique traits so this could be an interesting and unique way to do that.
secret bosses? like if you have only 7 notes [2G 4P 5B 6P 7B 8YB] a text will appear at the top saying ¨the grid is not 90° and red... seems like a anomaly appeared¨ if you get to a choice room the only options are: mini-boss and ??? (??? being the secret boss). each world will have a ceartain rhythim to do in order to summon the anomaly (the hive is melle + speed (and tecknology is spread in 1 and 5))
That would be hard to find, maybe optional rooms with Even harder bosses which give really good rewards
Or like "locked rooms" that you have to play a specific sequence as a "key" to unlock the door (like in the Zelda Ocarina of Time games)
Hello, this game is brilliant, but could you maybe lower the amount of damage the small bug swarms can do to you in level 2 (maybe make it so one has to hit you twice to take a heart) because I have had many good runs ended by one of these little demons attacking me while I am dealing with purple/black enemies.
so, different health system? like tboi´s health system?
Hello im not new here played this game for weeks and i like it! though i would like a sandbox mode.
It is still in alpha...
i would reccomend a ¨build workshop¨ and a ¨sandbox mode¨
Why don't you join the discord?
Fire Bullet Concept
Here is an idea, a new note type:
Damage: 1/4 of purple bullet (will 'burn' the enemy 5 more times, same damage, not counting hit damage, will do it 1.5 sec)
Speed: 3/4 of normal speed
Amount: 1
xXnautilusXx's Idea
Awesome! you should jump into our discord channel. I'm sure everyone there would love to see these. https://discord.gg/ZcgQh4
is it possible to add a channel for suggestions please, would be easier
yah we have a feedback channel for that
I dont have permission for it, my nickname is same though
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
We are overhauling the music system this week.
Awesome! Cant wait!!
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
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
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.
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.
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.
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 :)
You can unequip notes by clicking on them so you can edit your build on the fly.
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.
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.
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.
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.
there needs more upgrades and more note types
can we have checkpoint?
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
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
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
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.
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.
Is no one going to mention how they misspelled access on their steam page?
ill fix it eventually, spelling isn't my strong point.
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
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!
sweet. love what you have given us considering its only a demo. much love :)
Cleared LVL 21 :D, though i didn't die, i just wanted to die.
P.S: THIS IS SETUP IS AMAZING
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.
lasers do pierce but yeah all these things would be great
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 :]
The dash delay always kills me :(