Is placed opposite the items in the shop, and you can trade in the notes that change the instruments' sounds for an ability with the same level as however many notes you put in (1 note: level 1, 2 notes: level 2, etc.) but to stop this becoming too OP, for level 3+ abilities, you also need to give coins as well as notes. This can only be used once per shop room.
Oh yeah, and some way to customise the colour/shape of the dots and the player icon would be pretty neat.
i hope that in the future whe can have more stiles of... ''notes'' that add new weapons ej: red : piano = shot scater shots white: arp = shot staling heal shots black: rock = shot target follow objetives i say this because could be amazing have the oportunity to create new combinations whit this old notes and a few new... new ritmins new sounds new holes to put your notes this add some dificult to the game and more melodys combination and not only this... whit extra holes make a full line can be more hard and satisfactory the player have the obligation to get a good administration to the new notes and weapos that him gains... temporal level udgrapes and a rogue rpg ability tree when you level up you can implement this new weapons and add a new cap and stille on the game ej when you kill x enemys your level increase and you have a random udgrape and random new note and you must chose what old melody you mus to remplace whit the new
Thanks for the ideas and feedback. Yah we plan on working on this game for another 1-2 years. So adding more instruments is definitely and option down the line. But probably wont happen for a little bit, we want to get more enemies and bosses in first.
Just got to stage 5! That pattern where the floor 2 boss sends out lines of insects got me. A little side note: Barrier needs a nerf. Same damage per bullet but twice the amount of bullets? Just get all possible purple notes, a few blues and yellows, and you kill any boss or mini boss in 10-15 seconds. And is synergises with almost every weapon! Scattershot, turrets, double trouble.. Please nerf it, just get less damage so that to be OP you need both barrier and heavy bullets, otherwise get get that weapon and you can easily get wherever you want, i died cause i was playing around and not being focused :/
Well no, the thing is i believe weapons should only work on the last note right? Well Double Trouble works on both last and first note (you can see the single blue note on the screen cap being shot twice whils it shouldn't
I found a few things that might be bugs or could just be something else and I'm dumb, 1. snake enemies have started moving before entering a room which didn't use to happen, 2. some enemies (namely the rhombus things on the first floor) can go through walls in the middle of a room I have not seen them leave their rooms but they might be able to. I love this game and best of luck making it.
The snakes moving before entering the room is actually a new feature :). We will look into fixing the rhombus' moving through internal walls. Thanks for the bug report!
Just found a bug where if you get too close to a wall when you are about to shoot with an upgrade "Heavy bullets", your projectiles get blocked by that said wall. I want to introduce you to my new pet wall! Here you can see how i properly feed it. It'd be a real shame if someone were to take it's food away.
It's incredibly fun. I think that the gameplay is great. One minor thing I would suggest is a more detailed character. I like the simplistic style, but your character seems too simplistic.
This game is honestly my favorite game to play when I'm bored. I've had so much fun collecting power-ups and ways to become better at the game. The bug boss is a very difficult enemy because of the randomly placed line attacks, it would maybe just be me being bad at shoot'em up games. You could get lucky and be in a very wide space area, or you could be dashing your way to the nearest safe spot if there is, Its always about luck. I suggest maybe making attack patterns with the line attacks or maybe remove some lines so players wont be literally under and surrounded by 8 red lines of a pure swarm of bees were no one escapes.
I also had a problem with the enemies being close to the entrances. Worms would sometimes come from the dark, moving towards the entrances at a fast pace. This happened frequently while I was dashing without noticing that they popped from in the darkness. I suggest freezing the enemies in their spawn location away from the entrances so the player wouldn't bump heads with a worm coming at the speed of light.
Yeah, i think spawns needs to be adjusted so that the flow of the game stays consistent. Always get annoyed when i see multiple enemies hugging the entrance.
also, after i died and got the new death music, i respawned and the death music stayed. It was cool at first, but then it got off with the timing of the beats
Is there a specific method of getting a golden portal or is it random? I want to figure out how to obtain it but the frequency of obtaining is very low
Legitimately one of the most gripping rogue-likes I've ever played. Unexpectedly sunk 3 hours into it after stumbling upon it on youtube (and I haven't even beaten the second boss!) The gameplay is smooth and surprisingly challenging, and building your own short loop of music makes you incredibly invested in your run. The random notes that modify your different shot-types' sounds add so much replayability. Great idea and fantastic execution, I look forward to the full release!
Glad to hear you're enjoying it! You can keep up with future updates by wishlisting on steam or joining our mailing list. Thanks again for your kind words.
I have had some clipping through walls issues and also some enemies that would get stuck in walls too which would force me to reload the page. Also I think that there should be an 100% chance of getting at least one note in your first two rooms.
Wow a bug! got into a room that had an extra mini boss that was inside another mini boss so I got owned. I don't really know what causes it so it might be hard to fix.
I actually saw the same thing, only there was 1 pair of lazers that wasn't moving at all and actually stayed even after killing a miniboss. I wish that i didn't forget to screenshot that one. Forgot to mention that i saw this happening in on 4.0. So far, i haven't seen that happen to me on 5.0
It won't let me take it again. I actually have progressed really far into the game this time, beating 3 levels two times in 1 life. I actually came up with an idea for a power-up because of how long i've been playing.
Name :"Rewind" Possible description: "Let me take that back" - this power-up allows your bullets to spawn from the location where they would usually disappear and instead come towards you. It also plays your music in reverse order instead. It would allow to clean up enemies that are hiding behind cover or bulkier enemies. Really helps against projectile opponents.
Wishlisted, seems like a very interesting game. Hopefully it gets more variety in terms of music or beats! unfortunately the browser version of the game is slow and maybe just a hardware problem for me. Concept is good and creative! I really wanna know how this game will turn out.
Yah the browser version can give some people issues. The game very optimized to even be able to run on web so its super smooth off the hard drive. Tons more variety coming, we just want to get lots of enemies and bosses in first.
If you want to absolutely destroy your computer, get the level three turret, minigun, and shoot at a tanky worm. While being a good strategy, it sure does go from being smooth to one frame a second pretty much instantly for a few seconds.
I've encountered a small bug: when you have [Heavy bullets] upgrade you are unable to shoot while touching a wall. Your bullets are hitting that wall even if it's straight behind you.
Found 2 broken (as in glitchy not overpowered) power up combinations
Spin Shot+Echo=Crazy bullets going through walls and getting stuck in walls. I saw this with heat seeking+wall bounce as well so it might be wall bounce in general but it was much more noticeable with spin shot.
SharpShooter+Turret= Turret being tossed across room into wall continually over and over (salty about this one because it has a whole story).
I'll probably find more with my great combination of greed for loot and terrible luck.
One idea I have for how to make this game a little bit more interesting is to have different instruments you can get.
Instead of starting with all 4 of your note placement lines, you instead start with 2 basic ones like a drum kick and a snare. As you explore, you find more instruments with various effects and you can mix and match them together to get a perfect combination. There could also be BPM increase items, which simply boost how fast your rhythm will play, and even offbeats where you could put one extra beat in between 2 to fire even more beat bullets.
There is so much you can do with this concept, I can't wait to see the final product!
I quite honestly lost track of how long I survived. With a combination of Barrage, Wall Bounce, Shields, and a level 5 Double Tap, I ended up doing I believe around 5 or so loops before I finally bit the dust.
There should be some marking on the boss door, because when I'm set up as melee only (yellow) & suddenly find myself against the boss, with lazes & short range attacks & don't really get a chance to switch to any viable weapons before I'm dead.
Or maybe an option to set up "attack profiles" (probably a fun mechanic), so you can press like 1, 2, 3, ... or something & it automatically switches all notes to whatever is stored in that profile. So you can switch from melee "brawler" to "sniper" with a single button press. Optionally with some delay mechanic if this is "too overpowered", like the "play laser" has to pass one time to switch the layout (probably a VERY annoying mechanic).
We have been discussing multiple profiles for a while, but it gets complicated when you can set up a profile with 10 notes, then spend a few for an upgrade and try and switch back to the old profile. A boss door indicator is in our to-do list though!
The musical symbols that change up the instruments are nice, but there's a problem. Do they share the same loot pool as the notes blocks? I think they do, which means the musical symbols, a cosmetic item, are stealing from my beat blocks, a necessary upgrade needed for all but the best players to advance. This may be a non-issue after a certain point, but when a run fizzles because no note blocks dropped, it becomes a point of annoyance.
Which is extra fun when I end up with a whole bunch of notes, and no beat blocks which which to hear the instruments I have been granted by rng. But there is probably the big thing. RNG.
This game seems less willing (in its current state) to offer meaningful choices. Shops would likely be better if they always offered a note and a heart. Or at least they always offered those things if you were low.
The general darkness seems like it is there to help the player's projectiles stand out, but that really doesn't help when the point of those projectiles is to find the enemies who are always wreathed in darkness, especially the enemies that fade to shadow and will hover over the player before popping back into view. Having a level submerged in darkness like that is best as a modifier, not a regular state of the game.
Choosing rooms is also pointless without the actual choice rooms. If you aren't placing the room that labels what the choices are, then you might as well railroad players through a single exit. Having three unlabeled and indistinct doors only means the player can leave the room a split-second sooner.
That's a lot of negatives, but the game is overall quite fun and addictive. It is enjoyable to play around with the placement of the noteblocks and the types of sounds they produce. This is a clever mechanic that is worth expanding upon. Being able to change the sound of the 8th note special abilities would the appreciated as a first point of attention.
Hey thanks for all the feedback. We have a new build going up later tonight, mostly a content update and doesn't address a lot of the balance issues you raised. But we are looking at a lot of the things you mentioned we just want to get more enemies and bosses for the player to fight first.
- i'm sure this has already been said but being able to change keys would be cool, i'm using an azerty keyboard and using arrows means i can't dodge with space.
- The first boss' laser when he has lost all defense is impossible to outrun (surely this was meant to be since i didn't use the dodge function)
- The second boss requires quite a fast reaction time as for the whole screen attack (once again could be cause by the fact that i couldn't dodge)
- I encountered somewhat of an odd interaction where i found laser 2 (or 3 not sure) in a shop and then went to fight the first boss, who dropped laser one. I picked it up and it retrograded my laser.
- There is thing kinda feel play with the notes which is cool. It would be nice if you could choose the emphasis yourself and also maybe change the sound for a specific number of notes in a more detailled menu, maybe unlocked after "finishing" for the first time.
- Lacks strings :(
- New game+ with more instruments, more cubes, etc ?
- Some kind of death animation, it would feel less sudden if you exploded or something rather than the retry popping up instantly when you take the final hit.
- Possibility to amp up the tempo or slow it down through shop upgrades.
Glad you like it, thanks for all the feedback, pretty much everything you mentioned we are taking a look at or its on the development list. Sorry about the controls, yah you have to dodge through the lasers to avoid them.
Le jeu j jou TRÈS souvent et JADORE se jeu, mais sa menque de type de note comme des corde qui peu transperser les enemis, des achats qui augmente ou diminue le tempo et les dégat, exemple:
Great game, cant stop playing this. I have a couple of suggestions though regarding coins shops, and loot. I always get an excess of coins after the first few rooms and when i finally find a shop it usually just has a note or two and special shots i have no use for. I think special shots should only be found after killing bosses and shops should just have the hexagon abilities, notes and lives. Lives are another thing, for unskilled players or newbies theyre too rare and the bee boss usually takes the 2 hearts you get from the boss rotation. Either make shops more common, maybe appear after every 3rd or so room? Or make lives more common in shops. Also the flute sound for the yellow note is incredibly annoying when you have a lot of notes.
Fantastic work on this so far, one of the best games ive played in a while despite the early access quirks.
Also probably good to tell you about a glitch that happened to me, after clearing a room i saw a red arrow pointing to an enemy that was off the map. I was able to dash out of the room and killed him with a bit of time and effort. Then the door opened in the corridor i was in leading to an endless room (no walls but on the side i came through. I followed the wall and found another room but when i went in all of the enemies were gray and invincible for atleast 2 minutes.
Holy crap, this game is so good. Buggy of course, because it's in development, but good nonetheless. Graphics are appealing even though they're simple. I'm a big music person so I had fun changing the rhythms and tones to find nice melodies (I think this is how I died most of the time, making crappy builds because they sounded nicer...) Anyway, I thought the idea of unlocking different sounds for the attacks as you go was brilliant, and I especially had fun switching those around. The only thing I could really ask for is more upgrades and maybe some more rhythm customization. I feel like same quarter notes and quarter rests get boring after a while as there's only so many rhythms you can make. Adding something like an attack that takes up two squares for double damage or half of a square for less damage would be a fun idea.
Edit: totally buying this when it comes out. already have it on my wishlist.
I think this game is really fun and creative, definitely will be looking forward to play it when it's out, however there was only one bug I ran into (mostly because i only made it to level 2 and kept dying at either the mini-boss or the boss) but what I found is that picking up coins right before they despawn spawn an error, im not sure if it still gives the coin but you might want to look into that. Specific Error:
"NullReferenceException: A null value was found where an object instance was required."
-- the coin was probably expected to still exist when trying to give coin, (while i don't know this coding language at all ill still plug my input) maybe you should make the despawn cancel when getting pulled towards the player?
2nd error is that Restarting does not work. Specific Error:
"Cannot Load Scene: Invalid scene name (empty string) and invalid build index -1"
-- speculation is that it's either the scenes name was changed in the process or moved or the restart does not provide a valid string value. probably is not able to build index because of -1 being something else or smthn
I'm not sure if you're aware but being TPED to the void still exists. I think what happens is that when you walk past the door that takes you to the thing and keep on walking it'll tp you to void. let me test and validate my theory.
EDIT: That was not the reason. However another theory would be that it's the cause of either the left or the right side. Validating theory, hold on.
EDIT 2: Yes, It worked, however only once. I will prove it again by finishing area 1 and taking the right route whilst also continuously walking into the gate that takes you to area 2.
EDIT 3: Actually, it works in any direction. Just reaching the end of the take-2-area 2 wall takes you to the void. I'm not sure why this is. Maybe it has to do with wall collision or something.
"More Tooltips" > point 1: No, don't spoil the fun of experimenting, that's a part of what's fun with he game, to experiment & find out what each note combination does & how to use it best.
Suggestion/Bug: In the second area, the mobs rarely drop Notes, However, in the first area, the normal blocks drop notes more frequently.
Make the First Area blocks not drop so many, Or make the bugs in the 2nd area drop more notes. However if this is intended to not make the game too hard or too easy then I'll understand.
Also hard more where everything drops less and shops cost more and bpm is slower?!
if Woolly Walrus has made a patch with my feedback in mind its to make sure there is a smaller chance to not get to the boss while only have 1 or 2 extra notes.
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Idea: Trading Post
Is placed opposite the items in the shop, and you can trade in the notes that change the instruments' sounds for an ability with the same level as however many notes you put in (1 note: level 1, 2 notes: level 2, etc.) but to stop this becoming too OP, for level 3+ abilities, you also need to give coins as well as notes. This can only be used once per shop room.
Oh yeah, and some way to customise the colour/shape of the dots and the player icon would be pretty neat.
i hope that in the future whe can have more stiles of... ''notes'' that add new weapons ej:
red : piano = shot scater shots
white: arp = shot staling heal shots
black: rock = shot target follow objetives
i say this because could be amazing have the oportunity to create new combinations whit this old notes and a few new... new ritmins new sounds new holes to put your notes this add some dificult to the game and more melodys combination and not only this... whit extra holes make a full line can be more hard and satisfactory the player have the obligation to get a good administration to the new notes and weapos that him gains...
temporal level udgrapes and a rogue rpg ability tree when you level up you can implement this new weapons and add a new cap and stille on the game ej when you kill x enemys your level increase and you have a random udgrape and random new note and you must chose what old melody you mus to remplace whit the new
Thanks for the ideas and feedback. Yah we plan on working on this game for another 1-2 years. So adding more instruments is definitely and option down the line. But probably wont happen for a little bit, we want to get more enemies and bosses in first.
Just got to stage 5! That pattern where the floor 2 boss sends out lines of insects got me.
A little side note: Barrier needs a nerf. Same damage per bullet but twice the amount of bullets? Just get all possible purple notes, a few blues and yellows, and you kill any boss or mini boss in 10-15 seconds. And is synergises with almost every weapon! Scattershot, turrets, double trouble.. Please nerf it, just get less damage so that to be OP you need both barrier and heavy bullets, otherwise get get that weapon and you can easily get wherever you want, i died cause i was playing around and not being focused :/
okay thanks for the feedback, we will look into nerfing it.
The game's awesome. Found a tinnie tiny glitch that randomly occurs. It's nice having double double trouble floor 1.
Glad you like the game. What s the problem exactly? you get double trouble early?
Well no, the thing is i believe weapons should only work on the last note right? Well Double Trouble works on both last and first note (you can see the single blue note on the screen cap being shot twice whils it shouldn't
Good catch. We'll look into fixing that ASAP.
I found a few things that might be bugs or could just be something else and I'm dumb, 1. snake enemies have started moving before entering a room which didn't use to happen, 2. some enemies (namely the rhombus things on the first floor) can go through walls in the middle of a room I have not seen them leave their rooms but they might be able to. I love this game and best of luck making it.
The snakes moving before entering the room is actually a new feature :). We will look into fixing the rhombus' moving through internal walls. Thanks for the bug report!
Ok thank you, good to know!
A square boy just phased through a block for me as well so you're not going crazy
Just found a bug where if you get too close to a wall when you are about to shoot with an upgrade "Heavy bullets", your projectiles get blocked by that said wall. I want to introduce you to my new pet wall! Here you can see how i properly feed it. It'd be a real shame if someone were to take it's food away.
I think its because the bullet is bigger which makes it clip in the wall
This happens to normal bullets too, or at least those that have the blue node.
It's incredibly fun. I think that the gameplay is great. One minor thing I would suggest is a more detailed character. I like the simplistic style, but your character seems too simplistic.
This game is honestly my favorite game to play when I'm bored. I've had so much fun collecting power-ups and ways to become better at the game. The bug boss is a very difficult enemy because of the randomly placed line attacks, it would maybe just be me being bad at shoot'em up games. You could get lucky and be in a very wide space area, or you could be dashing your way to the nearest safe spot if there is, Its always about luck. I suggest maybe making attack patterns with the line attacks or maybe remove some lines so players wont be literally under and surrounded by 8 red lines of a pure swarm of bees were no one escapes.
I also had a problem with the enemies being close to the entrances. Worms would sometimes come from the dark, moving towards the entrances at a fast pace. This happened frequently while I was dashing without noticing that they popped from in the darkness. I suggest freezing the enemies in their spawn location away from the entrances so the player wouldn't bump heads with a worm coming at the speed of light.
Yeah, i think spawns needs to be adjusted so that the flow of the game stays consistent. Always get annoyed when i see multiple enemies hugging the entrance.
luck
also, after i died and got the new death music, i respawned and the death music stayed. It was cool at first, but then it got off with the timing of the beats
Sorry we are trying to fix the redundant spawns of powers. We will also fix the death music on our to do list, thanks for the bug reports.
Is there a specific method of getting a golden portal or is it random? I want to figure out how to obtain it but the frequency of obtaining is very low
Its a 1% chance of spawning when you kill a boss. There are more secrets to come
it wont load it will load up to a certain point then stop
Legitimately one of the most gripping rogue-likes I've ever played. Unexpectedly sunk 3 hours into it after stumbling upon it on youtube (and I haven't even beaten the second boss!) The gameplay is smooth and surprisingly challenging, and building your own short loop of music makes you incredibly invested in your run. The random notes that modify your different shot-types' sounds add so much replayability. Great idea and fantastic execution, I look forward to the full release!
Glad to hear you're enjoying it! You can keep up with future updates by wishlisting on steam or joining our mailing list. Thanks again for your kind words.
The 2nd boss is pretty hard am i right?
I have had some clipping through walls issues and also some enemies that would get stuck in walls too which would force me to reload the page. Also I think that there should be an 100% chance of getting at least one note in your first two rooms.
We will try to fix this in the next release of the game. Which enemies in particular have been giving you trouble?
I think a snake escaped. It was taunting me on the other side of the exit.
Wow a bug! got into a room that had an extra mini boss that was inside another mini boss so I got owned. I don't really know what causes it so it might be hard to fix.
oh no lol. I'll look into that one. sorry
I actually saw the same thing, only there was 1 pair of lazers that wasn't moving at all and actually stayed even after killing a miniboss. I wish that i didn't forget to screenshot that one. Forgot to mention that i saw this happening in on 4.0. So far, i haven't seen that happen to me on 5.0
Is there any way i can take a survey again but this time for the new version? I already took it for the 4.0 and i have new things to say.
Go ahead, does it not allow you? you can post your thoughts here or email us.
It won't let me take it again. I actually have progressed really far into the game this time, beating 3 levels two times in 1 life. I actually came up with an idea for a power-up because of how long i've been playing.
Name :"Rewind"
Possible description: "Let me take that back" - this power-up allows your bullets to spawn from the location where they would usually disappear and instead come towards you. It also plays your music in reverse order instead. It would allow to clean up enemies that are hiding behind cover or bulkier enemies. Really helps against projectile opponents.
Can I download this alpha
No i think we are only uploading the browser version for now, sorry.
dang, it's still a really good game
Wishlisted, seems like a very interesting game. Hopefully it gets more variety in terms of music or beats! unfortunately the browser version of the game is slow and maybe just a hardware problem for me. Concept is good and creative! I really wanna know how this game will turn out.
Yah the browser version can give some people issues. The game very optimized to even be able to run on web so its super smooth off the hard drive. Tons more variety coming, we just want to get lots of enemies and bosses in first.
Sounds great! I'm really looking forward to adding this game to my library! Good luck with the development and great job so far!
I like it!! Wishlisted.
Awesome, thanks for the wishlist. I appreciate it!
If you want to absolutely destroy your computer, get the level three turret, minigun, and shoot at a tanky worm. While being a good strategy, it sure does go from being smooth to one frame a second pretty much instantly for a few seconds.
Yah its a problem. Thats because the web browser cant handle it. The game will run nicely when downloaded.
purple note
I've encountered a small bug: when you have [Heavy bullets] upgrade you are unable to shoot while touching a wall. Your bullets are hitting that wall even if it's straight behind you.
Thanks for the bug report.
ik why this happens
basically, the bullets are big enough to clip into the wall behinf you
Found 2 broken (as in glitchy not overpowered) power up combinations
Spin Shot+Echo=Crazy bullets going through walls and getting stuck in walls. I saw this with heat seeking+wall bounce as well so it might be wall bounce in general but it was much more noticeable with spin shot.
SharpShooter+Turret= Turret being tossed across room into wall continually over and over (salty about this one because it has a whole story).
I'll probably find more with my great combination of greed for loot and terrible luck.
Yah some combinations do some funky things when the bullets hit the walls. Thanks for the bug reports, we will look into them.
huh with the 5.0 release shops are all free. Don't know what else to say just wanted to make sure this was at your attention Devs.
Haha darn, thanks for the heads up. Yah that wasn't on purpose. Enjoy it while it lasts, gonna fix later today.
At least for me upgrade shops are still not free.
great game! cant wait for steam release!
Nice Game! I would really like to see a map of where youve been on the map and possibly more areas like levels of a dungeon.
haha nice one!
:)
One idea I have for how to make this game a little bit more interesting is to have different instruments you can get.
Instead of starting with all 4 of your note placement lines, you instead start with 2 basic ones like a drum kick and a snare. As you explore, you find more instruments with various effects and you can mix and match them together to get a perfect combination. There could also be BPM increase items, which simply boost how fast your rhythm will play, and even offbeats where you could put one extra beat in between 2 to fire even more beat bullets.
There is so much you can do with this concept, I can't wait to see the final product!
I quite honestly lost track of how long I survived. With a combination of Barrage, Wall Bounce, Shields, and a level 5 Double Tap, I ended up doing I believe around 5 or so loops before I finally bit the dust.
10/10, would make music again.
There should be some marking on the boss door, because when I'm set up as melee only (yellow) & suddenly find myself against the boss, with lazes & short range attacks & don't really get a chance to switch to any viable weapons before I'm dead.
Or maybe an option to set up "attack profiles" (probably a fun mechanic), so you can press like 1, 2, 3, ... or something & it automatically switches all notes to whatever is stored in that profile.
So you can switch from melee "brawler" to "sniper" with a single button press.
Optionally with some delay mechanic if this is "too overpowered", like the "play laser" has to pass one time to switch the layout (probably a VERY annoying mechanic).
We have been discussing multiple profiles for a while, but it gets complicated when you can set up a profile with 10 notes, then spend a few for an upgrade and try and switch back to the old profile. A boss door indicator is in our to-do list though!
Fun thing, if you make eg. 4 right turns you do NOT end up in the same room.
this is especially apparent when doing a "loop" back to the beginning starting room that suddenly is another room.
The musical symbols that change up the instruments are nice, but there's a problem. Do they share the same loot pool as the notes blocks? I think they do, which means the musical symbols, a cosmetic item, are stealing from my beat blocks, a necessary upgrade needed for all but the best players to advance. This may be a non-issue after a certain point, but when a run fizzles because no note blocks dropped, it becomes a point of annoyance.
Which is extra fun when I end up with a whole bunch of notes, and no beat blocks which which to hear the instruments I have been granted by rng. But there is probably the big thing. RNG.
This game seems less willing (in its current state) to offer meaningful choices. Shops would likely be better if they always offered a note and a heart. Or at least they always offered those things if you were low.
The general darkness seems like it is there to help the player's projectiles stand out, but that really doesn't help when the point of those projectiles is to find the enemies who are always wreathed in darkness, especially the enemies that fade to shadow and will hover over the player before popping back into view. Having a level submerged in darkness like that is best as a modifier, not a regular state of the game.
Choosing rooms is also pointless without the actual choice rooms. If you aren't placing the room that labels what the choices are, then you might as well railroad players through a single exit. Having three unlabeled and indistinct doors only means the player can leave the room a split-second sooner.
That's a lot of negatives, but the game is overall quite fun and addictive. It is enjoyable to play around with the placement of the noteblocks and the types of sounds they produce. This is a clever mechanic that is worth expanding upon. Being able to change the sound of the 8th note special abilities would the appreciated as a first point of attention.
Hey thanks for all the feedback. We have a new build going up later tonight, mostly a content update and doesn't address a lot of the balance issues you raised. But we are looking at a lot of the things you mentioned we just want to get more enemies and bosses for the player to fight first.
Hey, great game !
For all the feedback i could make :
- i'm sure this has already been said but being able to change keys would be cool, i'm using an azerty keyboard and using arrows means i can't dodge with space.
- The first boss' laser when he has lost all defense is impossible to outrun (surely this was meant to be since i didn't use the dodge function)
- The second boss requires quite a fast reaction time as for the whole screen attack (once again could be cause by the fact that i couldn't dodge)
- I encountered somewhat of an odd interaction where i found laser 2 (or 3 not sure) in a shop and then went to fight the first boss, who dropped laser one. I picked it up and it retrograded my laser.
- There is thing kinda feel play with the notes which is cool. It would be nice if you could choose the emphasis yourself and also maybe change the sound for a specific number of notes in a more detailled menu, maybe unlocked after "finishing" for the first time.
- Lacks strings :(
- New game+ with more instruments, more cubes, etc ?
- Some kind of death animation, it would feel less sudden if you exploded or something rather than the retry popping up instantly when you take the final hit.
- Possibility to amp up the tempo or slow it down through shop upgrades.
Hope you have a good day !
Glad you like it, thanks for all the feedback, pretty much everything you mentioned we are taking a look at or its on the development list. Sorry about the controls, yah you have to dodge through the lasers to avoid them.
This game would be fun to play.
After level two, it's just a black screen
Sorry about that, its been fixed in the next build, coming soon. (maybe tonight)
Did i win?
haha yes you pretty much did. We got a new build coming this week that gets a lot harder
Great to hear!
teleported to nowhere from floor 1 to 2
its a bug thats going to be fixed in the next patch (i think)
I can't find a way to access the Options menu after starting the game?
(without reloading the whole page)
Le jeu j jou TRÈS souvent et JADORE se jeu, mais sa menque de type de note comme des corde qui peu transperser les enemis, des achats qui augmente ou diminue le tempo et les dégat, exemple:
un tempo plus vite = moin de dégat
un tempo plus lent = plus de dégat
sa serait bien
contunue a dévloper se jeu :)
écrit d'un de tes Fan! :D
Content que tu aimes ça! Merci pour la rétroaction et l'idée. Nouvelle construction à venir ce soir
Great game, cant stop playing this. I have a couple of suggestions though regarding coins shops, and loot. I always get an excess of coins after the first few rooms and when i finally find a shop it usually just has a note or two and special shots i have no use for. I think special shots should only be found after killing bosses and shops should just have the hexagon abilities, notes and lives. Lives are another thing, for unskilled players or newbies theyre too rare and the bee boss usually takes the 2 hearts you get from the boss rotation. Either make shops more common, maybe appear after every 3rd or so room? Or make lives more common in shops. Also the flute sound for the yellow note is incredibly annoying when you have a lot of notes.
Fantastic work on this so far, one of the best games ive played in a while despite the early access quirks.
Also probably good to tell you about a glitch that happened to me, after clearing a room i saw a red arrow pointing to an enemy that was off the map. I was able to dash out of the room and killed him with a bit of time and effort. Then the door opened in the corridor i was in leading to an endless room (no walls but on the side i came through. I followed the wall and found another room but when i went in all of the enemies were gray and invincible for atleast 2 minutes.
you can change how notes sounds by pressing the >> by the side of the row of notes
Oh thanks man
Holy crap, this game is so good. Buggy of course, because it's in development, but good nonetheless. Graphics are appealing even though they're simple. I'm a big music person so I had fun changing the rhythms and tones to find nice melodies (I think this is how I died most of the time, making crappy builds because they sounded nicer...)
Anyway, I thought the idea of unlocking different sounds for the attacks as you go was brilliant, and I especially had fun switching those around. The only thing I could really ask for is more upgrades and maybe some more rhythm customization. I feel like same quarter notes and quarter rests get boring after a while as there's only so many rhythms you can make. Adding something like an attack that takes up two squares for double damage or half of a square for less damage would be a fun idea.
Edit: totally buying this when it comes out. already have it on my wishlist.
I think this game is really fun and creative, definitely will be looking forward to play it when it's out, however there was only one bug I ran into (mostly because i only made it to level 2 and kept dying at either the mini-boss or the boss) but what I found is that picking up coins right before they despawn spawn an error, im not sure if it still gives the coin but you might want to look into that.
Specific Error:
"NullReferenceException: A null value was found where an object instance was required."
also tell me how god mode and acquire note :(
2nd error is that Restarting does not work. Specific Error:
"Cannot Load Scene: Invalid scene name (empty string) and invalid build index -1"
I'm not sure if you're aware but being TPED to the void still exists. I think what happens is that when you walk past the door that takes you to the thing and keep on walking it'll tp you to void. let me test and validate my theory.
EDIT: That was not the reason. However another theory would be that it's the cause of either the left or the right side. Validating theory, hold on.
EDIT 2: Yes, It worked, however only once. I will prove it again by finishing area 1 and taking the right route whilst also continuously walking into the gate that takes you to area 2.
EDIT 3: Actually, it works in any direction. Just reaching the end of the take-2-area 2 wall takes you to the void. I'm not sure why this is. Maybe it has to do with wall collision or something.
Suggestions:
More Tooltips. I.E:
Maybe a new unlockable 5th note!?!?!
Maybe sound alterations/switching (The arrows on the notes sides):
Maybe a power up that speeds up your bpm?
"More Tooltips" > point 1:
No, don't spoil the fun of experimenting, that's a part of what's fun with he game, to experiment & find out what each note combination does & how to use it best.
No. You're wrong.
You just are.
Suggestion/Bug:
In the second area, the mobs rarely drop Notes, However, in the first area, the normal blocks drop notes more frequently.
Make the First Area blocks not drop so many, Or make the bugs in the 2nd area drop more notes. However if this is intended to not make the game too hard or too easy then I'll understand.
Also hard more where everything drops less and shops cost more and bpm is slower?!if Woolly Walrus has made a patch with my feedback in mind its to make sure there is a smaller chance to not get to the boss while only have 1 or 2 extra notes.
Question: Is there going to be story mode?
More Suggestions:
Smaller white orb that follows you around with a mini note board in the bottom right corner.
You can mix and match his music with yours!