The game is fun but the riot shield needs to get nerfed. It not only blocks bullets, but also pierces and does TONS of damage. If you do riot shield + gatling gun + pink note + blue note basicly the only thing that can hit you are laser attacts. Please fix this.
Just made an account to tell you that this game looks and feels great.
I played it for roughly 2 hours by now, and in my last run I completely filled my note-sheet, and got circle blast to tier five (the yellow tier, if that was five). The build was ofcourse way too strong, at least before enemies started to deal double damage).
I'd like to see two things in the future: 1. The early game is really fun, since you can combine musical patterns in many ways, and it doesn't make much of a difference where and how you put things. If it sounds cool, go with it. However, endgame when the note sheet has been filled completely, the constant rythm gets boring. I'd love it if there will be certain rythm variations in the future, like changing the cadence. (If that is the right word). Currently, there are roughly 2 beats per second, 8 beats per cycle. If we keep the 8 beats per cycle, but "press" together 2 lines closer to each other, we would have a different cadence without affecting the actual dps. Chancing the cadence could either be an option, or a cost-free random item you can find (Like musical notes). I hope you get what I mean, else I'll have to draw a picture to visualize it.
2. Ofcourse things have to be added into the game, and this will surely come in the future. (This type of game has a good chance to become big). I just quickly wanted to remind you to add enough powerful non-flashy items. I've seen some bullet hells and similar games that went way too flashy, so that you cannot see anything anymore. Ofcourse, some people see the fun in chaos. Others don't, so it's important to keep a certain balance. The build I used in my last playthrough that I've mentioned already is a good example of what I mean. It was extremely flashy, and I could've gotten some real problems if I didn't cleared the room within seconds. It's still on the acceptable side though.
Anyway, I basically wanted to tell you my point of view. Hope this will turn into a topseller once it's on early access on Steam. You can already count in me and a friend buying it.
Thanks for the kind words. We are trying to remain aware of the level of flash and are aware it can quickly become unmanageable. We have lots of ideas for how to keep the song interesting towards the end of the game and haven't settled into a single option yet. We definitely want to encourage players to spend more notes as they go. Power note upgrades are just the start.
Limiting power reduces the possibility for an insanely over powered run, i think you could just add more note options like red and orange to finish off the rainbow, or make it so that you can (after filling out a line) spend half of the blocks in that row (horizontal/color) to get another column (vertical) to spend notes on, compressing the overall notes, increasing bpm.
i frankly disagree, limiting power reduces the possibility for an insanely over powered run, i think they should just add more note options like red and orange to finish off the rainbow, or make it so that you can (after filling out a line) spend half of the blocks in that row (horizontal/color) to get another column (vertical) to spend notes on, compressing the overall notes, increasing bpm.
heya, so I started playing this game about 3 hours ago and I absolutely love it! Its lot of fun, there is just one little thing. So this would probably be really hard for yall to program but Im still gonna suggest it, see, Im colorblind, and the game mostly works fine with my type of colorblindness, except for the second boss. I couldnt beat it and I just showed a friend who said that there are actually patterns on the floor to avoid. Could you make them a different color or a lot brighter? Thanks!!! (Btw Im dutch so sorry if my Grammar isnt that great)
The music notes give you different sounds when beats of that colour are played. They are purely aesthetic and have no gameplay effect.
Domino is probably our most unusual power note. We've received a lot of questions about it, so we will probably need to make it more clear. If you defeat an opponent with a Domino shot, it will explode and deal damage to nearby enemies, which will also explode if it kills them.
I'm still not sure if this is a bug but some of the squares/notes are just larger on the grid I don't know if this is on purpose or not. It's purely visual and not like there are different ones because of where you got them from like shops or mini bosses.
Feels like there should be an arcade lobby of sorts where you can switch out instruments you have collected to attempt to make the best beat. Bosses also feel quite... almost aggravating...? Especially the first level boss where thanks to their lasers I have a hard time beating them, but yet when I finally do I get... a heart? Wheras the second boss feels much easier with the (creatively designed) swarm paths, and they give me the same reward.
Also maybe add a market to the lobby where you can trade boss souls as points for a slotted upgrade? It would make progression feel more accomplishing.
Hey thanks for the feedback. We dont have a lobby planned but might be something we could add in early access. We are looking at refining the bosses now. Probably adding a boss currency for unlocking items and music eventually.
Thanks for the feedback, I assure you we are working on it. We are going to be adding things to this game for another year, so this is just the start.
This game has no right being as addictive as it is. It's a simple concept that works amazingly well and is a lot of fun. I hope to see more different starting shot/instrument types in the future of this game. The only bug I want to report is that the front of the snakes heads in the second level seem to have a wider hitbox than their model. I found myself getting winged by them as they pass by me and it doesn't appear that they actually make any contact. Also, it seems like you're already aware of this but please try and keep the creatures from body blocking the door before I get in. It is a bit annoying having to wait around for a space to appear every once in a while.
Also: having the same issue where shots fired next to a wall get eaten and I have an issue where certain kinds of loot don't seem to spawn. On my farther run yet past the second boss I never found a single hexagon or diamond pickup but plenty of weapons and circles.
Please let me get this: On my PC, on my phone, and on my Switch pls.
Not yet. We're hoping to have it on Steam in June, but given the pandemic disruptions, we might end up pushing it back a bit. If you wishlist us on steam, you'll be notified when we launch early access for windows.
I have an idea for the mini music pad. Maybe when the player finishes his mini music pad, he will get the access to rebirth and the music pad grid for one row can split into a half or have more rows or columns.
Since the grid is 1/4, splinting the grid will make it 1/8.
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.
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The game is fun but the riot shield needs to get nerfed. It not only blocks bullets, but also pierces and does TONS of damage. If you do riot shield + gatling gun + pink note + blue note basicly the only thing that can hit you are laser attacts. Please fix this.
Just made an account to tell you that this game looks and feels great.
I played it for roughly 2 hours by now, and in my last run I completely filled my note-sheet, and got circle blast to tier five (the yellow tier, if that was five). The build was ofcourse way too strong, at least before enemies started to deal double damage).
I'd like to see two things in the future:
1. The early game is really fun, since you can combine musical patterns in many ways, and it doesn't make much of a difference where and how you put things. If it sounds cool, go with it. However, endgame when the note sheet has been filled completely, the constant rythm gets boring. I'd love it if there will be certain rythm variations in the future, like changing the cadence. (If that is the right word). Currently, there are roughly 2 beats per second, 8 beats per cycle. If we keep the 8 beats per cycle, but "press" together 2 lines closer to each other, we would have a different cadence without affecting the actual dps. Chancing the cadence could either be an option, or a cost-free random item you can find (Like musical notes). I hope you get what I mean, else I'll have to draw a picture to visualize it.
2. Ofcourse things have to be added into the game, and this will surely come in the future. (This type of game has a good chance to become big). I just quickly wanted to remind you to add enough powerful non-flashy items. I've seen some bullet hells and similar games that went way too flashy, so that you cannot see anything anymore. Ofcourse, some people see the fun in chaos. Others don't, so it's important to keep a certain balance. The build I used in my last playthrough that I've mentioned already is a good example of what I mean. It was extremely flashy, and I could've gotten some real problems if I didn't cleared the room within seconds. It's still on the acceptable side though.
Anyway, I basically wanted to tell you my point of view. Hope this will turn into a topseller once it's on early access on Steam. You can already count in me and a friend buying it.
Thanks for the kind words. We are trying to remain aware of the level of flash and are aware it can quickly become unmanageable. We have lots of ideas for how to keep the song interesting towards the end of the game and haven't settled into a single option yet. We definitely want to encourage players to spend more notes as they go. Power note upgrades are just the start.
Thanks again for your feedback!
Limiting power reduces the possibility for an insanely over powered run, i think you could just add more note options like red and orange to finish off the rainbow, or make it so that you can (after filling out a line) spend half of the blocks in that row (horizontal/color) to get another column (vertical) to spend notes on, compressing the overall notes, increasing bpm.
i have another comment of my own talking about this and how great this game is, but how it could still be improved.
yea filling the whole sheet with notes is not fun.
i think we should limit the number of notes (both total notes and per-instrument notes) to make it more dynamic.
and then spend the extra notes for some kind of upgrades later
i frankly disagree, limiting power reduces the possibility for an insanely over powered run, i think they should just add more note options like red and orange to finish off the rainbow, or make it so that you can (after filling out a line) spend half of the blocks in that row (horizontal/color) to get another column (vertical) to spend notes on, compressing the overall notes, increasing bpm.
I think so too.
heya, so I started playing this game about 3 hours ago and I absolutely love it! Its lot of fun, there is just one little thing. So this would probably be really hard for yall to program but Im still gonna suggest it, see, Im colorblind, and the game mostly works fine with my type of colorblindness, except for the second boss. I couldnt beat it and I just showed a friend who said that there are actually patterns on the floor to avoid. Could you make them a different color or a lot brighter? Thanks!!! (Btw Im dutch so sorry if my Grammar isnt that great)
Hey there, thank for bringing this to our attention. This is absolutely something we want to address and thank you for bringing it to our attention.
thanks for the reply, just one more thing. What do the music notes do? And what do the dominoes do? I dont get what they do.
The music notes give you different sounds when beats of that colour are played. They are purely aesthetic and have no gameplay effect.
Domino is probably our most unusual power note. We've received a lot of questions about it, so we will probably need to make it more clear. If you defeat an opponent with a Domino shot, it will explode and deal damage to nearby enemies, which will also explode if it kills them.
I'm still not sure if this is a bug but some of the squares/notes are just larger on the grid I don't know if this is on purpose or not. It's purely visual and not like there are different ones because of where you got them from like shops or mini bosses.
We have noticed this as well. This is a recently produced bug and is on our list for extermination!
Feels like there should be an arcade lobby of sorts where you can switch out instruments you have collected to attempt to make the best beat.
Bosses also feel quite... almost aggravating...? Especially the first level boss where thanks to their lasers I have a hard time beating them, but yet when I finally do I get... a heart? Wheras the second boss feels much easier with the (creatively designed) swarm paths, and they give me the same reward.
Also maybe add a market to the lobby where you can trade boss souls as points for a slotted upgrade? It would make progression feel more accomplishing.
Anyway the game is great please continue working on it I love it.
Hey thanks for the feedback. We dont have a lobby planned but might be something we could add in early access. We are looking at refining the bosses now. Probably adding a boss currency for unlocking items and music eventually.
Thanks for the feedback, I assure you we are working on it. We are going to be adding things to this game for another year, so this is just the start.
hmmm so moving while its teleporting you to stage 2 damages you I just learned that the hard way
This has been fixed internally and will be reaching you shortly!
LOL just learned the funniest combo ever. Gatling and just explosions the whole board MURDER EVERYTHING.
Gatling + spin shot + blue note + purple note = DEATH TO ALL
This game has no right being as addictive as it is. It's a simple concept that works amazingly well and is a lot of fun. I hope to see more different starting shot/instrument types in the future of this game. The only bug I want to report is that the front of the snakes heads in the second level seem to have a wider hitbox than their model. I found myself getting winged by them as they pass by me and it doesn't appear that they actually make any contact. Also, it seems like you're already aware of this but please try and keep the creatures from body blocking the door before I get in. It is a bit annoying having to wait around for a space to appear every once in a while.
Also: having the same issue where shots fired next to a wall get eaten and I have an issue where certain kinds of loot don't seem to spawn. On my farther run yet past the second boss I never found a single hexagon or diamond pickup but plenty of weapons and circles.
Please let me get this: On my PC, on my phone, and on my Switch pls.
Hey there, glad you're enjoying the game! We'll take a look at those snake colliders for you.
If the steam launch goes well, we'd really like to bring it to Switch. We think it would fit that platform well.
Is there a way to play this as an application? i couldnt play it on steam
Not yet. We're hoping to have it on Steam in June, but given the pandemic disruptions, we might end up pushing it back a bit. If you wishlist us on steam, you'll be notified when we launch early access for windows.
I have an idea for the mini music pad. Maybe when the player finishes his mini music pad, he will get the access to rebirth and the music pad grid for one row can split into a half or have more rows or columns.
Since the grid is 1/4, splinting the grid will make it 1/8.
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.