So, i was going upwards along a wall, then my controls suddenly became inversed which was weird, but weirder still was the fact that walls no longer meant anything to me allowing me to go straight through them,
Anther bug here, one of the purple bugs that splits into three when killed ended up partially inside of a wall and when it died one of the bugs is completely inside and unable to move trapping me in the room with just it.
sorry for bad quality. Went into a mini boss fight room and the mini boss had the normal rotating lasers, but a second pair of lasers were stagnant and didn't move. Also loving this game and cant wait to see it on steam!
Encountered a small glitch where if you shoot a powermine and an enemy comes close enough to activate it the powermine just slides of into the distance.
What exactly is the golden portal that sometimes appears after the first boss, when i first played i got it twice in a row and now i have never seen it again, is there some requirement to activate it or is it completely random chance?
while i was playing yesterday after i defeated the first boss a golden portal appeared and took me to a place that had several different power ups in each different room, the first time i went through five or six rooms before ending up at the start of floor two and the second time i only went through two . (also n is a nice key to press)
bug report: hey while i was playing i went into a room and it was a normal enemy room then it suddenly changed to a mini boss but the lasers are on but nothing is in the room so i had to restart. And a bit after that I was playing the whole map disappered like I could moved but all the walls were gone and all the enemies were gone. and this all when i entered a room
Np! idk if ur one person or three but i just want to let you know that you/you guys inspire me cause this seems pretty cool and that you made it with unity means I can also make a game this cool! Also ik rn is kinda hard to patch things rn due to quarantine but ty for making this game. <3 much love and many blessing to you/you guys(ok i'll stop xD)
Thanks for the kind words! Good luck with your games, you can do it! Its mostly 2 of us right now, but only one person is handling the code. Glad we can entertain people in isolation!
Hey there, this appears to be a WebGL limitation when dealing with a bunch of sounds layered on top of one another. The application release going out to Steam will not have this problem. We are looking into solutions for the WebGL demo but haven't come up with anything yet.
Making this feature more clear is on our to-do list. Clicking on those arrows will cycle through the sound/instrument types you've collected for that row. You'll notice that colours' sounds will change after you press it.
Something I would like to see in this game is a menu option when I die and then a shop in the menu that can make game play easier. The currency could be points. One points is awarded for each boss defeated. I think that would give a reason to go into a boss room from a choice room. And here is two important things I think that could be bought in the shop.
I suggest allowing the player to change / choose which sound is played with each color, cuz for someone like me who likes the bass more but don't use the purple note that often, just ruins the music for me, so that will be very great if it got released with the full version
After picking up a new tone for a note you can press the double arrow to change through sounds you have picked up, not positive if that's what you mean but if it is I hope this helps.
If you use power mines on the second floor boss when the random bugs the boss throws everywhere (not the line attack thing) collide with the power mines they don't explode but get pushed back. i don't know if it's a feature but the power mines glitch when being pushed back so i assume it isn't
(also side note for the first boss is there a certain way his eye laser attack goes? he aims it directly at you and i don't think there's a warning to which way it goes so i always get hit because my reaction time sucks)
Daily comment of a guy who likes this game: Still an awesome game and can make an hour feel like it's nothing. Also great job on the mobs, the fact that they "upgrade" when you get past floor 3 gives more durability to the game and makes it sortof more complete, since it's just made so well! Got a few glitches! First of all, something that's not really a bug but that the WebGL engine doesn't support: Gatling gun, turrets, with a purple note on the turrets. When they start shooting the game starts lagging a lot, probably due to the amount of particles/lights it creates.
Something else i've seen in other comments before is a problem with the Heavy Bullets: Whenever you're stuck to a wall with this upgrade, no matter where you shoot, the bullets alwways touch the wall, preventing you from firing.
I also got something weird while fighting the boss on floor 5, for some reason his insect swarm pattern (when sudden lines appear) didn't seem to collide with me. I have two ideas about this: Either this pattern is glitched due to the amount of floors, or it's because when you dash right at the good time you get some invicibility, but the way it's done makes it that this pattern goes away fast enough for it to just.. Not touch you.
Last thing i found is the trigger zone to start a room. If you don't go deep enough in any room, you can't hurt enemies: Problem is they can hurt you... I started going into a room, a snake passed by so i recoiled while shooting thinking i would kill it, then died after realising that the room didn't trigger and i couldn't hurt the mobs yet.
Here's what i found for today! Hope i can help, and remember that you game is awesome. :)
Awesome thanks for the feedback, the first 2 issues should be fixed in a build we are uploading later today. We will look into the other things mentioned. Thanks again!
Every now and then, for some unknown reason, coins will drop but when they move towards you, the sprites stay and don't disappear, and become mere images. They disappear after some time, but not instantly.
If you have the heavy shots upgrade, shooting pressed against a wall will hit the wall before going forward. It can become a bit hard to manage during mini bosses, but otherwise it's not a huge issue
hmmm so can't take a screenshot but uuhhh walked into mini boss room and he had 4 lasers as to the usual 2. Extra lasers started parallel to his normal ones and didn't rotate. Sorry that I can't provide a screenshot.
- so far, i've reached lvl 5 and from my experience the hardest lvl was lvl 2 (the bees lvl) which also appeared in lvl 5 and i died from that. Just something to note if you're thinking of arranging the levels order by difficulty.
I've been using mostly blue notes with Blink, (the sniper item), Barrage & the "Power Mine", and i noticed when the mine is set on the ground and an enemy gets close to it, it actually goes towards it like if it's a homing mine (and i wasn't using the homing Item), so i don't know if that's a feature because i had lvl 3 Power Mine, or just a bug.
- and a suggestion: can you make the room before every boss a shop so that we can be fully prepared for them, because sometimes RNG doesn't treat me well and i don't find any shops or loots, and usually face the boss unprepared. . I like where this game is going, and i actually did the survey (that for some reason i can only do it once) and i gave alot of suggestions in it; one of them was to make a unique currency that drops only from bosses that makes you buy bonuses or/and advantages for the remaining of your games from the start. and another was to make the dodges timed with the beat, and not every beat but just the interval of 4 beats, and if he misses, he will dodge but won't fire bullets for the next beat or 2 beats. I hope you read and considered these and the other suggestions in that survey.
Before you read this you need to understand i am in no way trying to be any kind of way towards you, i found this game at 1pm today and have been playing nonstop since then (i just stopped and its 10:12pm). This game is great, its clear you have put effort in and care about your work, it shows through in the quality of a game i saw you saying you were still going to be working on for two years!! I love this game and would buy it as is, however, that is not to say it couldn't be improved. So...
I have a some suggestions:
You may not know but the game has controller compatibility, the controls for those are not great, so if we could map our own controls, that we be awesome.
if the yellow alone synergised with more powers, that would be very fun to see.\
The green is useless by itself, i would love to see something like being able to run through people to damage them (i know this is already a power, but its frankly not worth the cost so i never use it), or maybe you leave a trail that does damage. adding synergies to green that are better than just speeding up the bullets would also make it feel worth putting points into.
People keep suggesting different colors, but a bpm up (not a huge one, but still) would be great. maybe it sells in the shop for 50$ and increases bpm by 5%(and it stacks)
Speaking of different colors, finishing off the rainbow with red and orange would be great, maybe a weak homing (it barely homes, nothing crazy) or ricochet for orange and a boomerang shot or piercing for red (it goes out and comes back in a straight line)
For later in development, you could do something like binding of Isaac for the shops, being able to donate coins to upgrade shops (increase number of items sold) for later playthroughs.
And finally, if you made it so that the special shot you can only use for the final slot usable for every slot, or even every other slot, it would make this game way more re-playable.
Thank you for listening, you guys are great and I will be here watching this game progress and grow knowing that it is certainly in the right hands.
i don't mind the corruption sound. it makes me feel that i have done something even the game didn't expect me to do.
for the melee build being op, how about making the combo attack alternate between bars? i.e. for one bar activate activate the combo and deal constant damage and invincible and sorts, and on the next bar return to a more vulnerable state, and then back to "i haz the powaa!" mode
also, to balance melee being so op in the early game, you should put more shooting enemies once the player gets 8 notes to play. these shooting enemies should pierce the melee blob so that the player need to move around to dodge them
This seems to be WebGL specific. We are looking into a solution for those sound issues for the web demo, but can assure you that the Steam release will not have the same problem.
yea and i don't mind that when i am using a crappy speaker (i also tried headphone and it destroyed my ears).
first of all yes please fix the problem. a way to this is to use some kind of sound priorities (idk if unity sound assets already provided this function)
second is that this kind of corrupted sound is fun and gives me power. perhaps recreate something electric and corrupted after you fix this bug :)
(ok i am asking for too much again... i ll see myself out for a while)
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.
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I vibe to the title screen music
If you have to echo skill then you will be able to shoot through walls, for some reason this also makes you shots ignore the affects of barrage
Oof, that's a new on. We'll add that to the list of bugs to address ASAP
at the end of the download my Google freezes and i cant play this game(
So, i was going upwards along a wall, then my controls suddenly became inversed which was weird, but weirder still was the fact that walls no longer meant anything to me allowing me to go straight through them,
Anther bug here, one of the purple bugs that splits into three when killed ended up partially inside of a wall and when it died one of the bugs is completely inside and unable to move trapping me in the room with just it.
Thanks for the bug report. This is fixed internally and will be in the next build.
not sure if this is intentional but riot shield projectiles also block the players projectiles
sorry for bad quality. Went into a mini boss fight room and the mini boss had the normal rotating lasers, but a second pair of lasers were stagnant and didn't move. Also loving this game and cant wait to see it on steam!
Thanks for the bug report. This should be fixed in our next build!
Encountered a small glitch where if you shoot a powermine and an enemy comes close enough to activate it the powermine just slides of into the distance.
What exactly is the golden portal that sometimes appears after the first boss, when i first played i got it twice in a row and now i have never seen it again, is there some requirement to activate it or is it completely random chance?
?
while i was playing yesterday after i defeated the first boss a golden portal appeared and took me to a place that had several different power ups in each different room, the first time i went through five or six rooms before ending up at the start of floor two and the second time i only went through two . (also n is a nice key to press)
When it releases on Steam, will there be a MacOS version available?
Yah i think so, maybe not right at launch but at some point in early access. Just 2 of us working on it so it will take some time.
Also idk if this is intetional but sometimes when u dash it skips a beat and doesn't fire.
yah thats intentional, a small trade off for being invincible
gotcha
bug report: hey while i was playing i went into a room and it was a normal enemy room then it suddenly changed to a mini boss but the lasers are on but nothing is in the room so i had to restart. And a bit after that I was playing the whole map disappered like I could moved but all the walls were gone and all the enemies were gone. and this all when i entered a room
Hmm, okay thats a new one. Thanks for letting us know, we will look into it.
Np! idk if ur one person or three but i just want to let you know that you/you guys inspire me cause this seems pretty cool and that you made it with unity means I can also make a game this cool! Also ik rn is kinda hard to patch things rn due to quarantine but ty for making this game. <3 much love and many blessing to you/you guys(ok i'll stop xD)
Thanks for the kind words! Good luck with your games, you can do it! Its mostly 2 of us right now, but only one person is handling the code. Glad we can entertain people in isolation!
Can something be done about the audio? A lot of the time it is kinda glitchy. Like random hissing and popping a lot.
Hey there, this appears to be a WebGL limitation when dealing with a bunch of sounds layered on top of one another. The application release going out to Steam will not have this problem. We are looking into solutions for the WebGL demo but haven't come up with anything yet.
Ok, I understand.
I may be being stupid but what do those arrows next to row of notes do. Is it just a visual thing to light the row up?
Making this feature more clear is on our to-do list. Clicking on those arrows will cycle through the sound/instrument types you've collected for that row. You'll notice that colours' sounds will change after you press it.
What? Wow! that was actually one of my suggestions, i didn't know that and i wish i did sooner. that's cool!
Please make mobile version. That would make more people to play this game.
Small thing I noticed is that I can stay in a corner and snakes can't get me.
Something I would like to see in this game is a menu option when I die and then a shop in the menu that can make game play easier. The currency could be points. One points is awarded for each boss defeated. I think that would give a reason to go into a boss room from a choice room. And here is two important things I think that could be bought in the shop.
+1 note when you start
+1% drop chance of notes
I suggest allowing the player to change / choose which sound is played with each color, cuz for someone like me who likes the bass more but don't use the purple note that often, just ruins the music for me, so that will be very great if it got released with the full version
After picking up a new tone for a note you can press the double arrow to change through sounds you have picked up, not positive if that's what you mean but if it is I hope this helps.
If you use power mines on the second floor boss when the random bugs the boss throws everywhere (not the line attack thing) collide with the power mines they don't explode but get pushed back. i don't know if it's a feature but the power mines glitch when being pushed back so i assume it isn't
(also side note for the first boss is there a certain way his eye laser attack goes? he aims it directly at you and i don't think there's a warning to which way it goes so i always get hit because my reaction time sucks)
haha yah its happened to me 2. Its on the list to fix. The second stage laser always goes counter clock wise.
Daily comment of a guy who likes this game:
Still an awesome game and can make an hour feel like it's nothing.
Also great job on the mobs, the fact that they "upgrade" when you get past floor 3 gives more durability to the game and makes it sortof more complete, since it's just made so well!
Got a few glitches!
First of all, something that's not really a bug but that the WebGL engine doesn't support: Gatling gun, turrets, with a purple note on the turrets. When they start shooting the game starts lagging a lot, probably due to the amount of particles/lights it creates.
Something else i've seen in other comments before is a problem with the Heavy Bullets: Whenever you're stuck to a wall with this upgrade, no matter where you shoot, the bullets alwways touch the wall, preventing you from firing.
I also got something weird while fighting the boss on floor 5, for some reason his insect swarm pattern (when sudden lines appear) didn't seem to collide with me. I have two ideas about this: Either this pattern is glitched due to the amount of floors, or it's because when you dash right at the good time you get some invicibility, but the way it's done makes it that this pattern goes away fast enough for it to just.. Not touch you.
Last thing i found is the trigger zone to start a room. If you don't go deep enough in any room, you can't hurt enemies: Problem is they can hurt you... I started going into a room, a snake passed by so i recoiled while shooting thinking i would kill it, then died after realising that the room didn't trigger and i couldn't hurt the mobs yet.
Here's what i found for today! Hope i can help, and remember that you game is awesome. :)
Awesome thanks for the feedback, the first 2 issues should be fixed in a build we are uploading later today. We will look into the other things mentioned. Thanks again!
This is one of the best games I've ever played
but could you make the hitboxes for the second boss's line attack a bit smaller
Every now and then, for some unknown reason, coins will drop but when they move towards you, the sprites stay and don't disappear, and become mere images. They disappear after some time, but not instantly.
This game was really fun, can't wait till steam release.
If you have the heavy shots upgrade, shooting pressed against a wall will hit the wall before going forward. It can become a bit hard to manage during mini bosses, but otherwise it's not a huge issue
hmmm so can't take a screenshot but uuhhh walked into mini boss room and he had 4 lasers as to the usual 2. Extra lasers started parallel to his normal ones and didn't rotate. Sorry that I can't provide a screenshot.
like this? I tried testing to see if the extra ones did damage and I am fairly certain they did.
Also the extra ones didn't go away after I killed it and still dealt damage.
- so far, i've reached lvl 5 and from my experience the hardest lvl was lvl 2 (the bees lvl) which also appeared in lvl 5 and i died from that. Just something to note if you're thinking of arranging the levels order by difficulty.
I've been using mostly blue notes with Blink, (the sniper item), Barrage & the "Power Mine", and i noticed when the mine is set on the ground and an enemy gets close to it, it actually goes towards it like if it's a homing mine (and i wasn't using the homing Item), so i don't know if that's a feature because i had lvl 3 Power Mine, or just a bug.
- and a suggestion: can you make the room before every boss a shop so that we can be fully prepared for them, because sometimes RNG doesn't treat me well and i don't find any shops or loots, and usually face the boss unprepared.
.
I like where this game is going, and i actually did the survey (that for some reason i can only do it once) and i gave alot of suggestions in it; one of them was to make a unique currency that drops only from bosses that makes you buy bonuses or/and advantages for the remaining of your games from the start. and another was to make the dodges timed with the beat, and not every beat but just the interval of 4 beats, and if he misses, he will dodge but won't fire bullets for the next beat or 2 beats. I hope you read and considered these and the other suggestions in that survey.
is there a reason everything is set up so that the last beat of the ui is the first in the melody?
Trying to find all the good ol' secrets but I'm to dumb to find any but the money button :P
Money button you say? Secrets? Well now I know gotta play more!
Before you read this you need to understand i am in no way trying to be any kind of way towards you, i found this game at 1pm today and have been playing nonstop since then (i just stopped and its 10:12pm). This game is great, its clear you have put effort in and care about your work, it shows through in the quality of a game i saw you saying you were still going to be working on for two years!! I love this game and would buy it as is, however, that is not to say it couldn't be improved. So...
I have a some suggestions:
You may not know but the game has controller compatibility, the controls for those are not great, so if we could map our own controls, that we be awesome.
if the yellow alone synergised with more powers, that would be very fun to see.\
The green is useless by itself, i would love to see something like being able to run through people to damage them (i know this is already a power, but its frankly not worth the cost so i never use it), or maybe you leave a trail that does damage. adding synergies to green that are better than just speeding up the bullets would also make it feel worth putting points into.
People keep suggesting different colors, but a bpm up (not a huge one, but still) would be great. maybe it sells in the shop for 50$ and increases bpm by 5%(and it stacks)
Speaking of different colors, finishing off the rainbow with red and orange would be great, maybe a weak homing (it barely homes, nothing crazy) or ricochet for orange and a boomerang shot or piercing for red (it goes out and comes back in a straight line)
For later in development, you could do something like binding of Isaac for the shops, being able to donate coins to upgrade shops (increase number of items sold) for later playthroughs.
And finally, if you made it so that the special shot you can only use for the final slot usable for every slot, or even every other slot, it would make this game way more re-playable.
Thank you for listening, you guys are great and I will be here watching this game progress and grow knowing that it is certainly in the right hands.
NOOO< THE SECRET MODES WERE REMOVED!
what do you mean?
just saw a melee build here:
i don't mind the corruption sound. it makes me feel that i have done something even the game didn't expect me to do.
for the melee build being op, how about making the combo attack alternate between bars? i.e. for one bar activate activate the combo and deal constant damage and invincible and sorts, and on the next bar return to a more vulnerable state, and then back to "i haz the powaa!" mode
also, to balance melee being so op in the early game, you should put more shooting enemies once the player gets 8 notes to play. these shooting enemies should pierce the melee blob so that the player need to move around to dodge them
the sound happens any time you use the eight across the board and the boss uses the bullet hell attack
its because the program cant load all the sounds at once, so it sound fucked up
This seems to be WebGL specific. We are looking into a solution for those sound issues for the web demo, but can assure you that the Steam release will not have the same problem.
yea and i don't mind that when i am using a crappy speaker (i also tried headphone and it destroyed my ears).
first of all yes please fix the problem. a way to this is to use some kind of sound priorities (idk if unity sound assets already provided this function)
second is that this kind of corrupted sound is fun and gives me power. perhaps recreate something electric and corrupted after you fix this bug :)
(ok i am asking for too much again... i ll see myself out for a while)
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.