How about adding more musical notes. For example, if the player goes further, then you can add not just a note, but some combination of notes in one dice. Or perhaps combine the note cubes into one powerful salvo.
You can also add a laser attack (for the player), some mines, more allies, more rooms and bosses, as well as new game mechanics (only bosses; free mode, etc.)
Waiting for a new assembly! X)
Thank you for attention. (._.)
hey, firstly i must say that so far i absolutely love the game and adore the concept! and although there is room for growth and the need for a better sense of progression it is a lot of fun. some things i would like to give feedback on is the aspect of RNG in the game. I'm not completely sure if you want the game to be almost completely random but i think it would enhance the playing experience if the player was able to use more strategy whilst having a bit more control over the rooms they enter. also, a concept that could be added is making a room easier to see depending on how many notes you have in the offhand, maybe giving incentive to players to play riskier whilst being able to see more of what is going on around them. I have also encountered a bug that may or may not be of concern, but since i beat the game, every time i finish a floor the camera pans totally off screen. anyway, thank you for the good game, i cant wait to see it flourish! :D
Sometimes when loading a level after a boss the camera would be ultra far off screen to the left and i couldn't see a thing, also when using the laser upgrade the notes that play immediately after sometimes shoot two or three times instead of just once
Edit:Forget to mention that i really enjoyed gameplay
I found this bug on a run that I had a level 2 turret with. Sad, but it's a beta. I have found that sometimes the 1st stage miniboss and boss lasers activate on top of me as soon as I enter the room, maybe consider a set time/ damage threshold to activate the lasers? Other than some fine tuning, great game. Upon full release will this game be free?
Another glitch I've found is that some money is unable to be collected. I don't know if this is just visual but if it isn't, then it is very frustrating.
Consider adding a separate audio sliders for each note (maybe in the options menu), because I think the Yellow & Green are too sharp, but currently I can only turn down the volume for all of them. This is my biggest problem with the game, since I have damaged hearing & too loud noise is uncomfortable, so I have to play it too quietly instead.
I would also like a more forgiving damage system, either it's easier to acquire more hearts (from eg: shop/enemy drops/hidden secrets/...), OR being hit by an enemy doesn't consume a whole heart, but only a fraction of a heart, and as long as you haven't lost a whole heart you can still regenerate that lost health (either from not being hit for a while (bad, leads to "coward" tactics), or the "coins" also heals you, or if the enemies also drops health particles in addition to the coins, or you can get "vampiric weapons" that drains health from enemies to you, or you have a "heal ability" on a cool-down timer, or can buy healing in the shop).
You could also add an "ascension mechanic" so dying isn't as "pointless" as it currently is, lets say it lets you save the score (or something) to the next run, and when you have enough saved score it lets buy permanent boosts* that you start with in future re-spawns, (*eg: more white note blocks, or with one of those colored notes (I still don't know what those do?), or start with a (random?) upgrade, or something else).
It could also be interesting if the rooms defied the difficulty, so going Up makes it harder (& eventually you get the boss), sideways keep the current difficultly & Downwards lowers the difficulty. In this way, the players can decide how hard they want the levels to be :D (maybe add some "loot reduction multiplier" (max is like -50% loot) if the player have stayed at the same difficulty too long (like 10 levels or so), just to gently encourage the player to actually progress through the game without forcing it).
Also, the "coins" shouldn't de-spawn (maybe as an "ascension perk") until you leave the room, maybe with a "collect all" feature when all enemies are dead.
Hey thanks for the feedback and ideas. I will put the different colour volume controls down on the to do list. We might look into starting the player off with more health and upping its spawn chance in shops. There is a lot more to come with the player progression and unlocking things in the game. We just haven't had the time to get to it yet.
I appreciate all the feedback and I'll take all the ideas into consideration. Thanks!
I agree with sensino on most things, and I have a few ideas of my own;
maybe make it so after each world, you have an option, either a new note, or a new column for notes, that way it slowly becomes more complicated at a manageable rate, allowing you to slowly proogress towards having a massive symphony.
you could possibly make it so that bosses drop heart upgrades, so you go from 3 to 4. this would work well
I really enjoy the concept of special attacks, like the riot shield, it adds a unique spin and keeps it interesting.
this is an amazing game and I cant wait for it to be fully released, it is such a good concept.
Or those colored notes is what unlocks that "note row" where you add the white tiles too. (I still don't know what/if those colored notes do, it would give them a use. & additional identical notes increases the power of that "note row").
Using Machine gun and dubble trouble att the same time makes weird(?) noises.
(I only remember it was weird and not exactly what as i haven't plays in a few hours and forgot to mention it earlier)
And fighting the second boss using items that makes you shot many projectiles made the game lag very much for me in the early phase 1 (and yes i am using a PC and not a laptop)
oh yah I dislike the double trouble sound right now, that will get replaced. Machine gun does do some weird sound stuff, I'll look into it.
We have an overhaul of the second boss done that will be in the next build. Hopefully that will fix the issues. I've also experienced the frame drops. Thanks for the bug reports.
ah so it's a cosmetic, hum well i would say that you should not drop these from enemies but have them for sale in shops for like 25 bits, this game is super fun and a great game but you lack a sense of progress when you die it would be nice if we had a currency that only dropped from mini bosses and bosses, and unlocked special effects like more movement speed, or different starting sounds for our music, more types of music and a really expensive one that gave you more starting notes
It's a good that you are forced to fight the boss after a (assuming) random amount of rooms to not be able to farm. But the amount of power notes(?) you get changes dramatically with luck, in other words chanses are somewhat high that you only get 1 2 or simply none, which caused me to have to restart 20% of the time i did a new run.
its not very serious but it ruins the experience a little
Passed around 6th phase and got bugged while passing the screen:
First sorry for bad grammar/spelling.
I wanted to do an objective review but i can't. This game is awesome, i have played in the demo around 1h already and stopped playing just for this bug. I love what you are doing, keep it up.
Graphics: 8/10 it's good but could be better. I dont understand the porpuse of shadows. There's been a few time that an enemy came at me while i can't see him because the shadow hide him:
Music: 10/10 I need more of this! it's addictive, and though there are some intruments that i dont like that's not a problem as you can change it.
Controls: 7/10 Feels good but it's slow if you dont use green nodes and when i use them they are too fast to control well.
Final mark: 9/10 Will buy it when it will be released
You could have it so you can send a code to someone and then you can play in one large room and enemies get progressively harder and bosses sometimes appear.
my only real thing about this is that you can't tell if a room is a boss room unless you are coming from a crossroads, which leads me to going to the next area before I want to, Is that intentional to stop someone from farming forever in the first stage?
Yah that is intentional. We might make a long hallway before the boss room, but the door will lock behind you. So you still dont know when you choose that door but you will know right before you enter the next room. If that makes sense lol
Oh man, I'm loving it so far! It takes a little bit of getting used to, but it's a satisfying little twin-stick shooter. I must ask, though, does picking up 8th note utility upgrade it, in the same manner as would upgrading it would provide? Otherwise, it would seem boss reward rooms are a bit dry once the player's preferred utility comes around.
Also, I don't know if this is known or not, but this killed a great run I had. A shame, but it's a dev build.
Thanks for the feedback, happy you like it! Not quite sure what your asking, but only upgrading the power note makes it do more damage. I agree we are looking at tweaking the boss reward room so its more valuable. Yah we have solved a few game ending bugs, should be fixed in the next update. Thanks for the screen shot.
Ah, power note. That's the proper term. Through further experimentation (and luck), I was able to answer my question.
What I was attempting to ask was if you encountered a power note that you already have equipped, perhaps already upgraded, if picking up the weaker power note would upgrade it. As an example, holding a Turret 2 and finding a Turret 1 after a boss. My thought was that picking up the Turret 1 would add to the level of the equipped Turret 2, making it a Turret 3... Or something of the sort.
Unfortunately, picking up a Turret 1 with a Turret 2 equipped will overwrite it to a Turret 1. Something that isn't described to the player as it is with another power note.
Great game! Only suggestion is to add the ability to zoom the screen in or out because I feel like the camera is too close to see enemy projectiles coming at me
Love this but generally i feel like the health system is a bit unforgiving, perhaps have health in shops and give a greater reward in whatever the points are called for bosses
There seems to be some really weird audio distortions the longer I play. After ten minutes I can barely even hear the game anymore, it's just static noise
This game is wonderful! I can't wait to see the full version of it.
Here are some opinions:
- For the First Boss who generates lazer I noticed that it always rotates clockwise, maybe you can make it rotate to the closest side at you.
- That same lazer rotates too fast and makes it unpredictable, maybe you can make the boss do like a loop to the side that is going to rotate with the warning, and then do the lazer movement, or make it start rotating while it's warning you that it's preparing the lazer.
- With the enemies that shoot projectiles, you could add some animation before shooting, that way you give players time to react, it's not really funny to kill the enemie right after it shoots and die because of it (I died like 4 times because of it).
- I think you should lower the opacity of the player's bullets, that way you can focus more on the enemie bullets, sure it's a mess when you have lots of notes and die because you couldn't see the enemie's bullet, not really necessary but if you want to be fair with that, it's your choice
- For the Second Boss, when it disappears maybe you could make the boss still can be seeing but almost like if you couldn't, lower the opacity but not at 0, but around 0.1 maybe (considering that 1 is full visible), would be a good effect, also for some enemies that also do this, not only the boss.
- I think you should make the bullets behave different or have a unique effects when the sound of the note is different, it doesn't need to be a big change, maybe like, change the shape of the bullet, or make it last longer just a bit, etc.
- Would be good if you added a death animation, even if it's just a simple explotion.
Hey thanks for the feedback and I'm glad you like the game.
I'll look at making the boss lasers more predictable and the second stage laser slightly easier. Some animation or other indication for when enemies are shooting will come soon. We will work on making the second boss more obvious when she is landing. Changing bullets based off the sound pickups is an option maybe down the line. Right now we dont have a lot of time and its not a priority, but if people want it in early access it may happen. Oh yah an all new player death is coming, its been bothering me 2 haha.
Thanks again for all the feedback, its great getting players opinions so the game can get better.
also, one last thing I noticed, apparently when you equip a note right where it's going to play, the sprite of the note get's bigger than it normally should be, it's not like it matters, but it kind of annoys me seeing it different from the rest, maybe I'm not the only one, but yet another little detail here
Мне очень нравится эта игра но когда я захожу на какую либо стадию (встречал это на переходе в 6,2,3 стадии) моя касера оказывается в стенах. (это не касается бага но я начал играть в эту игру из за WIndy31)
Hey glad you like the game. I'll look into slowing those laser attacks, no promises tho. We want it to be pretty hard.
The game will have a short free demo but the full game wont be free. I might be able to give you a free Steam key if you tell your friends to buy the game haha.
I find this game really fun but I don't understand the music notes that change the sound of the note, if they make the effect stronger or just change the sound. I also don't understand how the different colors of the abilities such as domino affect how your bullets work. I really want to see this game develop and would love to play it on steam.
Thanks, glad you like it! The music notes just changes the sound. Domino is a powernote. Powernotes only play and affect the 8th bar in your song, you can upgrade the powernotes to do more base damage. Some new content coming very soon and yes the game will be on Steam hopefully this summer.
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Do you have a discord server?
imagine this with multiplayer
feed me more of this game
Awesome! new build coming this week!
hey, firstly i must say that so far i absolutely love the game and adore the concept! and although there is room for growth and the need for a better sense of progression it is a lot of fun. some things i would like to give feedback on is the aspect of RNG in the game. I'm not completely sure if you want the game to be almost completely random but i think it would enhance the playing experience if the player was able to use more strategy whilst having a bit more control over the rooms they enter. also, a concept that could be added is making a room easier to see depending on how many notes you have in the offhand, maybe giving incentive to players to play riskier whilst being able to see more of what is going on around them. I have also encountered a bug that may or may not be of concern, but since i beat the game, every time i finish a floor the camera pans totally off screen. anyway, thank you for the good game, i cant wait to see it flourish! :D
Glad you like it. I'll take all your feedback and ideas into consideration. That bug has been fixed, new build coming this week. Thanks!
I have all the notes
how in the first area
lol nice, i see you found it.
how tell me pls
:)
It is a very sneaky thing to get :)))
It is a very sneaky thing to get :)))
Sometimes when loading a level after a boss the camera would be ultra far off screen to the left and i couldn't see a thing, also when using the laser upgrade the notes that play immediately after sometimes shoot two or three times instead of just once
Edit:Forget to mention that i really enjoyed gameplay
Thanks for the feedback, that bug has been fixed. The laser ability shoots more when a purple is equipped with it.
At first I thought this would be good, but no. It's great!
looks great!Can't wait for the release
Not sure sorry, we are putting up a new build this week, hopefully that helps.
I found a bug where you can go in a wall by dodging.
Also, could you make your game ZQSD friendly? It would be useful for azerty players lmike me.
I guess the ZQSD is a keyboard layout, like QWERTY?
Thanks for the bug report, I'll put ZQSD layout in the to do list.
I found a bug, where when an orb wont be collected even if I stepped on it.
I'm occasionally getting this error
I think we have fixed that, new build coming this week
I traped an enemy in a corridor and get soft -locked, you might fix this issue.
(Incredible game btw)
It will be fixed in the next build. within the week
I can trap enemies in corridors
Fixed build coming soon
I love the dark aesthetic to the game but its a bit too dark as you can't see the purple/black enemies well at all when they start appearing.
I suggest a larger light aura or just up the color scale on those enemies.
Or have a longer "flashlight cone" forward in addition to the "light aura" .
I found this bug on a run that I had a level 2 turret with. Sad, but it's a beta. I have found that sometimes the 1st stage miniboss and boss lasers activate on top of me as soon as I enter the room, maybe consider a set time/ damage threshold to activate the lasers? Other than some fine tuning, great game. Upon full release will this game be free?
Also, just tried to use restart button and it does not work.
Another glitch I've found is that some money is unable to be collected. I don't know if this is just visual but if it isn't, then it is very frustrating.
Consider adding a separate audio sliders for each note (maybe in the options menu), because I think the Yellow & Green are too sharp, but currently I can only turn down the volume for all of them. This is my biggest problem with the game, since I have damaged hearing & too loud noise is uncomfortable, so I have to play it too quietly instead.
I would also like a more forgiving damage system, either it's easier to acquire more hearts (from eg: shop/enemy drops/hidden secrets/...), OR being hit by an enemy doesn't consume a whole heart, but only a fraction of a heart, and as long as you haven't lost a whole heart you can still regenerate that lost health (either from not being hit for a while (bad, leads to "coward" tactics), or the "coins" also heals you, or if the enemies also drops health particles in addition to the coins, or you can get "vampiric weapons" that drains health from enemies to you, or you have a "heal ability" on a cool-down timer, or can buy healing in the shop).
You could also add an "ascension mechanic" so dying isn't as "pointless" as it currently is, lets say it lets you save the score (or something) to the next run, and when you have enough saved score it lets buy permanent boosts* that you start with in future re-spawns, (*eg: more white note blocks, or with one of those colored notes (I still don't know what those do?), or start with a (random?) upgrade, or something else).
It could also be interesting if the rooms defied the difficulty, so going Up makes it harder (& eventually you get the boss), sideways keep the current difficultly & Downwards lowers the difficulty.
In this way, the players can decide how hard they want the levels to be :D
(maybe add some "loot reduction multiplier" (max is like -50% loot) if the player have stayed at the same difficulty too long (like 10 levels or so), just to gently encourage the player to actually progress through the game without forcing it).
Also, the "coins" shouldn't de-spawn (maybe as an "ascension perk") until you leave the room, maybe with a "collect all" feature when all enemies are dead.
Ps. I found you game from here:
Hey thanks for the feedback and ideas.
I will put the different colour volume controls down on the to do list.
We might look into starting the player off with more health and upping its spawn chance in shops.
There is a lot more to come with the player progression and unlocking things in the game. We just haven't had the time to get to it yet.
I appreciate all the feedback and I'll take all the ideas into consideration. Thanks!
I agree with sensino on most things, and I have a few ideas of my own;
maybe make it so after each world, you have an option, either a new note, or a new column for notes, that way it slowly becomes more complicated at a manageable rate, allowing you to slowly proogress towards having a massive symphony.
you could possibly make it so that bosses drop heart upgrades, so you go from 3 to 4. this would work well
I really enjoy the concept of special attacks, like the riot shield, it adds a unique spin and keeps it interesting.
this is an amazing game and I cant wait for it to be fully released, it is such a good concept.
Or those colored notes is what unlocks that "note row" where you add the white tiles too. (I still don't know what/if those colored notes do, it would give them a use. & additional identical notes increases the power of that "note row").
Helps my depression.
Glad I could help in some way. Hope you start feeling better soon.
Using Machine gun and dubble trouble att the same time makes weird(?) noises.
(I only remember it was weird and not exactly what as i haven't plays in a few hours and forgot to mention it earlier)
And fighting the second boss using items that makes you shot many projectiles made the game lag very much for me in the early phase 1 (and yes i am using a PC and not a laptop)
oh yah I dislike the double trouble sound right now, that will get replaced. Machine gun does do some weird sound stuff, I'll look into it.
We have an overhaul of the second boss done that will be in the next build. Hopefully that will fix the issues. I've also experienced the frame drops. Thanks for the bug reports.
Thanks and your welcome
it would help if i know what the music symbol things did
also someone make a wiki
If it is the colorful music symbol thing that drops from enemies it just changes how the notes sound.
(depending on color of the music symbol it changes the note sound of same color)
The "fast forward" symbol changes between the sounds.
Please fill in if i missed anything Woolly Walrus Games
ah so it's a cosmetic, hum well i would say that you should not drop these from enemies but have them for sale in shops for like 25 bits, this game is super fun and a great game but you lack a sense of progress when you die it would be nice if we had a currency that only dropped from mini bosses and bosses, and unlocked special effects like more movement speed, or different starting sounds for our music, more types of music and a really expensive one that gave you more starting notes
I found a bug where when playing with a controller, you clip into the walls sometimes. (and when it happens controls get reversed for some reason)
Thanks for the feedback, I'll look into it.
I found the dev features too, very 'sneaky' :)))
Found the hidden God mode feature, pretty cool. also acquire note.
haha whats that?
you should know, you did make the game
yah im just playing dumb. There are a bunch of developer short cuts in the development build that wont be in later on.
Enjoy them while they last lol.
It's a good that you are forced to fight the boss after a (assuming) random amount of rooms to not be able to farm. But the amount of power notes(?) you get changes dramatically with luck, in other words chanses are somewhat high that you only get 1 2 or simply none, which caused me to have to restart 20% of the time i did a new run.
its not very serious but it ruins the experience a little
I'll look into the note drop rate and try to make it more fare game to game so you don't need to restart.
Thank you very much.
Shhhh, keep that to yourself lol
Passed around 6th phase and got bugged while passing the screen:
First sorry for bad grammar/spelling.
I wanted to do an objective review but i can't. This game is awesome, i have played in the demo around 1h already and stopped playing just for this bug. I love what you are doing, keep it up.
Graphics: 8/10 it's good but could be better. I dont understand the porpuse of shadows. There's been a few time that an enemy came at me while i can't see him because the shadow hide him:
Music: 10/10 I need more of this! it's addictive, and though there are some intruments that i dont like that's not a problem as you can change it.
Controls: 7/10 Feels good but it's slow if you dont use green nodes and when i use them they are too fast to control well.
Final mark: 9/10 Will buy it when it will be released
Awesome, thanks for the feedback. Sorry about that bug, we have fixed that issue in the next update coming soon.
Will multiplayer be coming soon?
We are not currently planning a multiplayer, not really sure how that would work from a design stand point.
You could have it so you can send a code to someone and then you can play in one large room and enemies get progressively harder and bosses sometimes appear.
ok uhh but the game broke after beating the third boss
Yah sorry about that. we have fixed that issue. It will be in the next build, coming soon.
figured it out, got an insane run with full notes, whats with the portal after like the 8th boss?
Shhhh thats a secret
Ah, time to flex my best run. I literally died because I was unable to see his beam, thus it had already hit me before I could try to dodge ;u;
Nice game; I can't wait to see how this turns out in the future!
Nice run! Oh that sucks, sorry about that. Glad you like it, we got some new stuff coming soon!
Maybe you could have each different sound make the note function in a different way. i think this would be really cool
Yah that would be really cool, not sure we have the development time to be able to pull that off, but maybe further down the line we can try it out.
my only real thing about this is that you can't tell if a room is a boss room unless you are coming from a crossroads, which leads me to going to the next area before I want to, Is that intentional to stop someone from farming forever in the first stage?
Yah that is intentional. We might make a long hallway before the boss room, but the door will lock behind you. So you still dont know when you choose that door but you will know right before you enter the next room. If that makes sense lol
Oh man, I'm loving it so far! It takes a little bit of getting used to, but it's a satisfying little twin-stick shooter. I must ask, though, does picking up 8th note utility upgrade it, in the same manner as would upgrading it would provide? Otherwise, it would seem boss reward rooms are a bit dry once the player's preferred utility comes around.
Also, I don't know if this is known or not, but this killed a great run I had. A shame, but it's a dev build.
Thanks for the feedback, happy you like it! Not quite sure what your asking, but only upgrading the power note makes it do more damage.
I agree we are looking at tweaking the boss reward room so its more valuable.
Yah we have solved a few game ending bugs, should be fixed in the next update. Thanks for the screen shot.
Ah, power note. That's the proper term. Through further experimentation (and luck), I was able to answer my question.
What I was attempting to ask was if you encountered a power note that you already have equipped, perhaps already upgraded, if picking up the weaker power note would upgrade it. As an example, holding a Turret 2 and finding a Turret 1 after a boss. My thought was that picking up the Turret 1 would add to the level of the equipped Turret 2, making it a Turret 3... Or something of the sort.
Unfortunately, picking up a Turret 1 with a Turret 2 equipped will overwrite it to a Turret 1. Something that isn't described to the player as it is with another power note.
Yah thats not a feature yet and could be an option. Ideally a lower version of the power note you have equipped should never appear, will fix this.
Great game! Only suggestion is to add the ability to zoom the screen in or out because I feel like the camera is too close to see enemy projectiles coming at me
Love this but generally i feel like the health system is a bit unforgiving, perhaps have health in shops and give a greater reward in whatever the points are called for bosses
Health does sometimes spawn in shops, but I'll look into uping its spawn chance. Thanks for the feedback.
There seems to be some really weird audio distortions the longer I play. After ten minutes I can barely even hear the game anymore, it's just static noise
This game is wonderful! I can't wait to see the full version of it.
Here are some opinions:
- For the First Boss who generates lazer I noticed that it always rotates clockwise, maybe you can make it rotate to the closest side at you.
- That same lazer rotates too fast and makes it unpredictable, maybe you can make the boss do like a loop to the side that is going to rotate with the warning, and then do the lazer movement, or make it start rotating while it's warning you that it's preparing the lazer.
- With the enemies that shoot projectiles, you could add some animation before shooting, that way you give players time to react, it's not really funny to kill the enemie right after it shoots and die because of it (I died like 4 times because of it).
- I think you should lower the opacity of the player's bullets, that way you can focus more on the enemie bullets, sure it's a mess when you have lots of notes and die because you couldn't see the enemie's bullet, not really necessary but if you want to be fair with that, it's your choice
- For the Second Boss, when it disappears maybe you could make the boss still can be seeing but almost like if you couldn't, lower the opacity but not at 0, but around 0.1 maybe (considering that 1 is full visible), would be a good effect, also for some enemies that also do this, not only the boss.
- I think you should make the bullets behave different or have a unique effects when the sound of the note is different, it doesn't need to be a big change, maybe like, change the shape of the bullet, or make it last longer just a bit, etc.
- Would be good if you added a death animation, even if it's just a simple explotion.
Hey thanks for the feedback and I'm glad you like the game.
I'll look at making the boss lasers more predictable and the second stage laser slightly easier.
Some animation or other indication for when enemies are shooting will come soon.
We will work on making the second boss more obvious when she is landing.
Changing bullets based off the sound pickups is an option maybe down the line. Right now we dont have a lot of time and its not a priority, but if people want it in early access it may happen.
Oh yah an all new player death is coming, its been bothering me 2 haha.
Thanks again for all the feedback, its great getting players opinions so the game can get better.
also, one last thing I noticed, apparently when you equip a note right where it's going to play, the sprite of the note get's bigger than it normally should be, it's not like it matters, but it kind of annoys me seeing it different from the rest, maybe I'm not the only one, but yet another little detail here
thanks for letting me know.
Мне очень нравится эта игра но когда я захожу на какую либо стадию (встречал это на переходе в 6,2,3 стадии) моя касера оказывается в стенах. (это не касается бага но я начал играть в эту игру из за WIndy31)
Спасибо, рад, что вам понравилась игра. Мы будем работать над решением этой проблемы
got a few things to ask:
1. Can you please fix the bug boss's screen wipe lazer attack? by that I mean the timing is too tight for an average person.
2. the orb boss's lazer attack is too fast for me to react, please slow the lazer down
3. love this game,great concept
4.would the game still be free as a demo? My poor ass cant afford a game
Hey glad you like the game.
I'll look into slowing those laser attacks, no promises tho. We want it to be pretty hard.
The game will have a short free demo but the full game wont be free. I might be able to give you a free Steam key if you tell your friends to buy the game haha.
I find this game really fun but I don't understand the music notes that change the sound of the note, if they make the effect stronger or just change the sound. I also don't understand how the different colors of the abilities such as domino affect how your bullets work. I really want to see this game develop and would love to play it on steam.
Thanks, glad you like it! The music notes just changes the sound. Domino is a powernote. Powernotes only play and affect the 8th bar in your song, you can upgrade the powernotes to do more base damage. Some new content coming very soon and yes the game will be on Steam hopefully this summer.
I love this game (im russian)