Those notes you pick up could be used to "infuse" a white block with that notes power.
So lets say you have a white block on the blue line, then you "infuse" it with "Purple power", then suddenly that note sends out 3 blue balls, instead of 1, it basically acts as if you have BOTH a Blue & Purple note on that column, but it's just from 1 block there.
I had a bug that only happened to me while using a controller. while i'm running up against a wall, i will sometimes go through the wall. In all fairness, i tried to see if i could replicate it under my control but had no luck and nor could i find a way to abuse this. if anything, i got outside the map and almost got lost haha. i think it may have something to do with the green tiles speeding me up and dashing at a wall at the right time? not entirely sure.
another problem i ran into while using controller is when im using the d-pad to change my music tiles, it would fail registering the controller inputs for roughly 5-10secs+
PS. this game is great and has so much potential and cannot wait to see how far you take it :) <3
Great thanks for the bug reports! the controller support is kinda half way done, so more polish is coming. I believe the wall issues is fixed for the next build, coming soon. Lots more to come!
Heat-Seeking does not work with lasers. Logical but unsure if intended. Heat seeking could also take effect a little quicker, they usually disappear before hitting an enemy.
Turrets can be thrown inside enemies.
Mini-Gun and Heavy-Bullets don't seem to work together, but I guess that would be a little too powerful.
A piercing upgrade would be nice, like a rail-gun to shoot through multiple enemies.
The attack of the bug boss is a bit too fast, maybe a ~+0.15 second delay?
Most upgrades don't seem to do much. Spin-Shot or Circle could maybe have +1 to +2 projectiles per upgrade?
Possibly after dashing you are invincible for ~0.20 seconds, for those times when you dash and barely graze and enemy. This is a better alternative than making the dash longer.
Checkpoints, to add a little bit of mercy on all of our souls. It feels like not saving in Resident Evil and dying and having to restart at the beginning of the chapter.
A magnet upgrade that will increase the range you can pick up Bits?
An upgrade which could slightly increase the tempo, making notes have shorter delays between them.
An upgrade which bullets will follow the cursor for the bullets lifetime.
Minigun and heavy don't work together because they both take up the circle item slot, although it would be neat if they worked together.
I personally feel like adding checkpoints would sort of weaken the fact that it's a rougelike, but other than that I think your other ideas are really cool.
It would be nice if it was possible to test the upgrades in the store, without purchasing them, the purchase is finalized when exiting the store. If you have equipped upgrades you can't afford, then the doors are closed until you un-equip it.
(Maybe even with a mechanic that makes it possible to steal upgrades you can't afford, like the next room goes directly to the boss battle & the boss is +10% to +50% harder, or something).
You could "stack" white blocks on the same spot, to power up that attack.
So you have the option to spread out & do multiple attacks, or "stack" up the damage into a single HUGE ball of death (for example).
So, lets say you have 3 blocks, you can either spread them out (eg: yellow 1, 4, 7) or stack ALL 3 of the blocks (eg: on Yellow 1) and it does 3 times as much damage in 3 times as big area.
Liked the game but it misses some stuff, i understand that it in progress but i have some ideas to add in game
Note Attack Combinations
Then you have a lot of notes to spare filling all of them makes it boring, i would like to have a possibility having different combinations of note attacks, like orange and blue notes combined also can shoot 4 blue shots around the player with reduced damage, that would make the game more fun and have a lot of different attack patterns
Shops before Bosses
Sometime i get like 200 coins in first stage, but i never find a store before the final boss, make it so before a boss fight we had a store, so we can waste our money for upgrades
Notes in firsts rooms
Sometimes i reach the boss while still only having 3 notes, i would like that you will automatically after you complete first rooms you get a note, would make it a little more fair
Special attack at first notes Sequence
it looks wrong then your attack is the last one, cause some of them extend to next ones, and players tend to put notes on next sequence, and it visually looks wrong
Original Notes at same sequence
First, i would like to shoot a blue shot while having an orange explosion around me and able to do different combination (first suggestion) to cost 1 note, makes game little harder but you may add something for that (like my 3rd suggestion)
Enemy Ideas
Stage 3 bosses are repetitive , so what if we have a the bosses do this:
Mini boss
Shoots 4 homing missiles around himself, then shoots the player directly with 5 fast bullets
Boss
Has to shields covering 1/2 of himself with cant be destroyed. Will shoot 2 lasers ether sides of player and moving closer to the player.
After some damage to him dealt his shields will be destroyed and will try to shoot you with fast bullets, and then will summon 4 shooters which shoot with homing missiles, then will try to ram you quickly
Armored
An enemy, which has shields around him covering 2/5 of himself, shields cant be destroyed and they rotate around the enemy, player must shoot it from sides that doesn't have a shield
Shield-er
Supports other enemy by making immune shields around them (can just increase defense), must be destroyed to destroy the shields
Note Slower
An enemy with cant attack but will reduce the speed of your note template, making bigger pauses between shots.
New Notes Ideas
Fire note (took out of comments below)
Then enemy is hit with it will take low but continuous damage
Color: Red
Fire note Extra:
Combination blue: 1, Has an increased damage.
Combination Orange: 1, After death will explode, dealing damage. 2, will shoot 4 of those around the player with reduces damage
Combination Green: 1, Projectile goes quicker 2, will deal damage quicker over time
Combination Purple: 1, Shoots 3 projectiles
Bugs
Shooting enemy in stage 1
will not turn toward you for some time after shooting, the will snap right to look at player
Enemy going through walls
Sometimes enemy will go through rooms prop wall (not outsides one)
Hello, I really love this game. It's super creative, but it needs more "notes." By the way, what does the Blink feature do? I know it affects the dash thing, but as far as I can tell, it's just an aesthetic difference.
Aesthetically, it looks more like a teleport. It also is far faster, so you are less likely to lose your shot while dodging. It allows you to reposition AND shoot in most cases instead of one or the other.
Feature request: another level on the 'staff' of notes that gives it continuous, but weaker damage, like fire or acid damage in other games, maybe red?
umm, bug report here. It has never happened before, but just now, I reached the boss of stage 1 (4 dots connected with black lines, with a red+black eye in the middle) and once I was hit while on 1 heart, it simply didn't display any hearts, yet I continued to play. I was also hit later in the same bossfight, and still took no damage, and 0 hearts were displayed. So in total, I started with 3 hearts-(3), lost one-(2), gained one-(3), lost one-(2), lost one-(1),lost one-(0), lost one-(-1), before finally dying. also is it possible to implememt this into mobile?
Longer lifetime on coins (or preferably totally removed de-spawn mechanics for it), they can be de-spawned when leaving the room, or like 10-20 seconds after the last enemy is dead.
Because I feel this is a game about dodging enemies & bullets, not trying to suicide-dash into a horde of enemies & die, just to hopefully grab some coins before they disappear, because sometimes it's just impossible to get to the coins because there is a big wall of enemies in the way & when I have finally worked my way around (or through) them I just come back to empty space because the coins have vanished, it's very.
Save a starting template for the damage setup.
Because it's annoying to have to reset it over & over & over & over again, after every time I have died.
I wrote the previous comment while the game was running, I had just cleared out a room on the 2'nd level (world?), so the game continued to shoot out turrets.
When I resumed playing, it was very lag, so I think something (probably turret) didn't get deleted properly, so multiple instances (of something) kept being created but not properly removed, I'm guessing.
"Buggy" dodge. There is something weird with the dodge/dash mechanic, many times now I have died while trying to dodge, but the dodge either don't happen, or there is a delay between I push the button & it actually moves.
I am using the green slots for greater movement speed (slot: 1, 4, 7) if that "consumes" the "dodge power" or something like that. -------- I have also noticed the reverse, I have just dodged, but the bullets I expect to fire doesn't happen.
I assume that is because the game-tick where the bullets should fire happen during the dash animation, so it's just skipped that firing step.
But it would be really useful if the firing would just be delayed to the end of the dash in those cases.
Because usually (when not avoiding,) the dash is calculated based on the expectation of firing from that new location, like: dash around a corner & expect to release a barrage of bullets, but nothing happens, it's especially DEVASTATING when you plan to fire your piercing "ultimate" into a horde of enemies, but it just "fizzles" into nothing because I dashed 2 milliseconds too late, so now I'm soon dead, because the enemies are too close & the dash is on cool-down & no bullets will come in several eternities.
I found a bug, in one of those rooms with a black cube in the middle, some enemies (basic square) could go through it as if it wasn't there. Unfortunately I was just next to the wall & I died.
I love this game. I have been playing it during zoom calls for school and at night when I should be sleeping. Keep up the good work. I would love to see a full release.
If there is a full release what platforms will it be playable on?
If the ability activation beat is planned to be fixed and not player-configurable, could it be moved to the first beat instead of the last? Putting it on the last beat encourages players to put more notes on the last beat, which actually makes it feel more like the "first beat" in the loop, making the sequencer feel off-sync and weird.
full row of notes (mostly)+ all this gatling gun eye skill +dash idk Echo shot makes things bouncy all this made me quite confused after a bit to many things going on at once Lmao but it got me to world 8 i'll update what i've found
note board lvl of skills 1 white 2 green 3 blue 4 Purple 5 yellow circle burst: send out 4(blue) or 10(pink) shots based on note(s) play (i guess the same for other skills) scatter shot: shoots 3 bullets in a cone Bazooka: bigger final note size double trouble: double shot note twice turret gives you a mini turret 3 sec domino when it kills an enemy it leaves behind a destructive aura to damage other enemies. thx Ene123 for this one power mine leave behind a mine for 5 sec riot shield shoots a half like square that block incoming damage shatter shot once the bullet reach's its end breaks into 3 lazers spin shot ??? ------------------------------------------------------------------------------------------------------- square comet your dash does damage circle skills echo shots bounce off walls heavy bullets doubles bullet size sharpshooter faster bullets maybe more range ------------------------------------------------------------------------------------------------------- hexagon skills gatling gun shoots bullets much faster +more bullets Spiral bullets bullets spin around you almost like a shield heat seeking missiles: as the name suggests ------------------------------------------------------------------------------------------------------- square barrier two orbs shield you from damage blink longer dash?
I played through your game a couple of times. It is a really fun expierience, but I still have some things that I noticed that could be improved upon :)
First up, when you are in high-object count areas (e.g. first boss spam attack, or later almost every room when you max out notes with barrage/Gatling gun) the audio dies and you get a massive framerate drop. I ended up muting the tab, but the audio glitches actually persisted through to the music I had opened in another tab.
Second, you can snipe the first boss from the entrance. You can kill all of his surrounding stuff, but you don't actually take any of his health if I see it right.
Third, I managed to clip consistently into the wall on one occasion, it was the left wall in the bottom left corner of a world 1 room. I tried going into another room while some enemies were still alive, and got offscreen killed by something.
Another thing are the sniping enemies in world 3. I really like the concept of them, but having 3 of them in the same room as a miniboss is a bit much.
On the topic of unbalanced enemies: Green big squares that have the same speed of you can corner you easily, and you can die from a forced hit that feels a bit unfair. Also, purple swarms in world 5/8/etc. are annoying because you can barely see the split up enemies.
Lastly, I second the opinion of bad RNG. The game depends at least for me heavily on when I get the heavy bullet powerup and if I get laser, spin shot or turret. Getting past world 3 with riot shield, bazooka or double trouble is near impossible due to the low damage output. Also, I left world 1 with any number of notes between 7 and 12. Having a meta progression like keeping one power or leveling your stats up from the getgo would be awesome to combat this a bit.
Hey there, thanks for the feedback! We have a dev preview build up on our discord right now that solves a few of these issues. Unfortunately the audio cutting out is a WebGL issue and seems to be browser specific. We are looking into a fix, but there may not be one for the web demo. We can assure you that this won't happen in the application based steam version though!
i would just like to say the R.N.G. is really bad, not to say the game is bad i just had a few to many games where i get to the bug section with no notes no upgrades and one heart i just feels really inconsistent
Hey! Great game. You really need to add a level counter though because I have no idea how far I got, but at some point the bosses became easier to do than the rooms, and then a little after that the enemies stopped getting harder. I'm just gonna rattle off some points here:
The frames and audio die a little when you have turret and barrage at the same time.
There's a small issue with enemies phasing into walls and getting stuck inside them, but you really have to try to make it happen.
Sometimes the first attack from the bug boss carries over into the second attack where you have to stand still in a safe spot, making it impossible to dodge.
Boss health bars.
On the third stage, I'd appreciate the snipers having just a tad bit more charge time before shooting, especially when you first walk into the room. Being able to move the position of the special ability (turret, riot shield, synchronicity, etc.) would be nice.
Might I suggest that after filling up all the sequencer slots, or after getting some amount of extra note blocks, that the player has the choice to 'restart' but with 5 rows on the sequencer instead of 4? Or perhaps the player will be able to equip 2 abilities.
The melee attack that the eye boss does is pretty cool, but I rarely see it happen, and it only lunges once.
Don't know if this is intended, but you can shoot the turrets past the barrier on the eye boss and into the eye to damage it right from the beginning.
A few invincibility frames would be nice after a dodge, would be a bit more forgiving with the laser on the eye.
I've gotten the gold portal to open a couple times, but still haven't figured out what the trigger for that is, if there is one. Very nice surprise though, blew my mind the first time where I managed to walk through something like 8 rooms before being kicked out.
The little tune that starts at the beginning of a boss fight is really cool, and it would be great to see that being extended more so there's some sort of counterpoint happening between the boss and the player.
The bug boss is disproportionately harder than the eye boss because the eye boss doesn't move nearly as much. On several attacks like the x4 lasers or the bullets that follow you, I'm able to just circle around one open point of the boss' barrier and meatshot it. With the right items, it can take about 10 seconds to beat that boss.
Anyways! It's really fun and I sat here spending probably the last hour and a half on that run. Can't wait to see how it develops!
Hey thanks for all the feedback, glad you like the game! We will take all your ideas into consideration. Level counter is in the next build, just testing it for bugs. Coming very soon!
Yea, I've thought and tried both of those. There's been plenty of times when I've killed a boss under 20 seconds without taking a hit and I don't get a portal every time.
This is a good game and I like the aesthetic, but I wish there were more of a tie in to how a "good" rhythm would also be beneficial in game. Though I suppose that would be very subjective.
Maybe a "rest" block, that does nothing and makes no sound but slightly powers up the next beat's attack. For example, a rest block placed on a yellow tile makes the next yellow beat have larger radius (but doesn't affect the other colour beats).
in world 2 when i used my dash i somehow when into a wall and needed to guess my way back to the room was not hard but next time i may not get so lucky
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hey i found a bug where the enemy can go through wall in the middle of the room.
i'll report again, if i find more bug
waiting for the game in steam to create cheats :3
Dodge should be activated with hitting the directional key twice instead of pressing space.
That is just going to make the dodge timing more difficult imo
could be both, really
Sometimes I'm moving left but I want to dodge an object coming from the right. So I'll have to split my brain for the timing for these two keys.
Idea: Alternative use for notes:
Those notes you pick up could be used to "infuse" a white block with that notes power.
So lets say you have a white block on the blue line, then you "infuse" it with "Purple power", then suddenly that note sends out 3 blue balls, instead of 1, it basically acts as if you have BOTH a Blue & Purple note on that column, but it's just from 1 block there.
mergeing notes?
Kind of, yes.
Is no one going to mention how they misspelled access on their steam page?
ill fix it eventually, spelling isn't my strong point.
I had a bug that only happened to me while using a controller. while i'm running up against a wall, i will sometimes go through the wall. In all fairness, i tried to see if i could replicate it under my control but had no luck and nor could i find a way to abuse this. if anything, i got outside the map and almost got lost haha. i think it may have something to do with the green tiles speeding me up and dashing at a wall at the right time? not entirely sure.
another problem i ran into while using controller is when im using the d-pad to change my music tiles, it would fail registering the controller inputs for roughly 5-10secs+
PS. this game is great and has so much potential and cannot wait to see how far you take it :) <3
Great thanks for the bug reports! the controller support is kinda half way done, so more polish is coming. I believe the wall issues is fixed for the next build, coming soon. Lots more to come!
sweet. love what you have given us considering its only a demo. much love :)
Cleared LVL 21 :D, though i didn't die, i just wanted to die.
P.S: THIS IS SETUP IS AMAZING
Heat-Seeking does not work with lasers. Logical but unsure if intended. Heat seeking could also take effect a little quicker, they usually disappear before hitting an enemy.
Turrets can be thrown inside enemies.
Mini-Gun and Heavy-Bullets don't seem to work together, but I guess that would be a little too powerful.
A piercing upgrade would be nice, like a rail-gun to shoot through multiple enemies.
The attack of the bug boss is a bit too fast, maybe a ~+0.15 second delay?
Most upgrades don't seem to do much. Spin-Shot or Circle could maybe have +1 to +2 projectiles per upgrade?
Possibly after dashing you are invincible for ~0.20 seconds, for those times when you dash and barely graze and enemy. This is a better alternative than making the dash longer.
Checkpoints, to add a little bit of mercy on all of our souls. It feels like not saving in Resident Evil and dying and having to restart at the beginning of the chapter.
A magnet upgrade that will increase the range you can pick up Bits?
An upgrade which could slightly increase the tempo, making notes have shorter delays between them.
An upgrade which bullets will follow the cursor for the bullets lifetime.
lasers do pierce but yeah all these things would be great
Minigun and heavy don't work together because they both take up the circle item slot, although it would be neat if they worked together.
I personally feel like adding checkpoints would sort of weaken the fact that it's a rougelike, but other than that I think your other ideas are really cool.
What are you talking about? Mini-gun is a hexagon slot and Heavy is a circle xD
Checkpoints would be massively OP. It would ruin the fun :]
The dash delay always kills me :(
needs to have a timer for enemy despawn for when they get stuck in walls, it really sucks when there's only one left yet you cant get to it...
We are looking to fix this ASAP.
Try using Blue + Yellow shots.
The splash damage might be large enough to kill them.
(But, Yes. Annoying bug.)
Or only Yellow (maybe +Green), then stand next to the wall.
Same concept, but larger splash area.
The main menu song is SO addictive! It is absolutely amazing.
I could listen it for hours
AWESOME! = Minigun + 8 Yellow + 3-4 Green [2, 5, 8] or [2,4,6,8]
Gattling is jut amazing in general lol.
IDEA: Preview upgrades in store.
It would be nice if it was possible to test the upgrades in the store, without purchasing them, the purchase is finalized when exiting the store.
If you have equipped upgrades you can't afford, then the doors are closed until you un-equip it.
(Maybe even with a mechanic that makes it possible to steal upgrades you can't afford, like the next room goes directly to the boss battle & the boss is +10% to +50% harder, or something).
or like spelunky where the shops get dangerous
Idea: "stack" white blocks.
You could "stack" white blocks on the same spot, to power up that attack.
So you have the option to spread out & do multiple attacks, or "stack" up the damage into a single HUGE ball of death (for example).
So, lets say you have 3 blocks, you can either spread them out (eg: yellow 1, 4, 7) or stack ALL 3 of the blocks (eg: on Yellow 1) and it does 3 times as much damage in 3 times as big area.
My Report:
This is what i think about it, Spoiler its long
Main
Liked the game but it misses some stuff, i understand that it in progress but i have some ideas to add in game
Note Attack Combinations
Then you have a lot of notes to spare filling all of them makes it boring, i would like to have a possibility having different combinations of note attacks, like orange and blue notes combined also can shoot 4 blue shots around the player with reduced damage, that would make the game more fun and have a lot of different attack patterns
Shops before Bosses
Sometime i get like 200 coins in first stage, but i never find a store before the final boss, make it so before a boss fight we had a store, so we can waste our money for upgrades
Notes in firsts rooms
Sometimes i reach the boss while still only having 3 notes, i would like that you will automatically after you complete first rooms you get a note, would make it a little more fair
Special attack at first notes Sequence
it looks wrong then your attack is the last one, cause some of them extend to next ones, and players tend to put notes on next sequence, and it visually looks wrong
Original Notes at same sequence
First, i would like to shoot a blue shot while having an orange explosion around me and able to do different combination (first suggestion) to cost 1 note, makes game little harder but you may add something for that (like my 3rd suggestion)
Enemy Ideas
Stage 3 bosses are repetitive , so what if we have a the bosses do this:
Mini boss
Shoots 4 homing missiles around himself, then shoots the player directly with 5 fast bullets
Boss
Has to shields covering 1/2 of himself with cant be destroyed. Will shoot 2 lasers ether sides of player and moving closer to the player.
After some damage to him dealt his shields will be destroyed and will try to shoot you with fast bullets, and then will summon 4 shooters which shoot with homing missiles, then will try to ram you quickly
Armored
An enemy, which has shields around him covering 2/5 of himself, shields cant be destroyed and they rotate around the enemy, player must shoot it from sides that doesn't have a shield
Shield-er
Supports other enemy by making immune shields around them (can just increase defense), must be destroyed to destroy the shields
Note Slower
An enemy with cant attack but will reduce the speed of your note template, making bigger pauses between shots.
New Notes Ideas
Fire note (took out of comments below)
Then enemy is hit with it will take low but continuous damage
Color: Red
Fire note Extra:
Combination blue: 1, Has an increased damage.
Combination Orange: 1, After death will explode, dealing damage. 2, will shoot 4 of those around the player with reduces damage
Combination Green: 1, Projectile goes quicker 2, will deal damage quicker over time
Combination Purple: 1, Shoots 3 projectiles
Bugs
Shooting enemy in stage 1
will not turn toward you for some time after shooting, the will snap right to look at player
Enemy going through walls
Sometimes enemy will go through rooms prop wall (not outsides one)
Thanks for the feedback! The level 3 boss is coming very soon. It is nearly fully developed now. We hope you enjoy it once it goes live.
I would like to see it! Can't wait for it
Heat seeking doesn't seem to affect lasers :(
Hello, I really love this game. It's super creative, but it needs more "notes." By the way, what does the Blink feature do? I know it affects the dash thing, but as far as I can tell, it's just an aesthetic difference.
I think it teleports you instead of dashing, so you can teleport through an enemy, which you can't when you dash... I think.
Aesthetically, it looks more like a teleport. It also is far faster, so you are less likely to lose your shot while dodging. It allows you to reposition AND shoot in most cases instead of one or the other.
This game needs a wiki
Luv it btw
Feature request: another level on the 'staff' of notes that gives it continuous, but weaker damage, like fire or acid damage in other games, maybe red?
umm, bug report here. It has never happened before, but just now, I reached the boss of stage 1 (4 dots connected with black lines, with a red+black eye in the middle) and once I was hit while on 1 heart, it simply didn't display any hearts, yet I continued to play. I was also hit later in the same bossfight, and still took no damage, and 0 hearts were displayed. So in total, I started with 3 hearts-(3), lost one-(2), gained one-(3), lost one-(2), lost one-(1),lost one-(0), lost one-(-1), before finally dying. also is it possible to implememt this into mobile?
Feature request:
Because I feel this is a game about dodging enemies & bullets, not trying to suicide-dash into a horde of enemies & die, just to hopefully grab some coins before they disappear, because sometimes it's just impossible to get to the coins because there is a big wall of enemies in the way & when I have finally worked my way around (or through) them I just come back to empty space because the coins have vanished, it's very.
Because it's annoying to have to reset it over & over & over & over again, after every time I have died.
It can save when exiting the starting room.
Bug 2, Probably memory leak from turrets?
I wrote the previous comment while the game was running, I had just cleared out a room on the 2'nd level (world?), so the game continued to shoot out turrets.
When I resumed playing, it was very lag, so I think something (probably turret) didn't get deleted properly, so multiple instances (of something) kept being created but not properly removed, I'm guessing.
Bug: Turret + Sharpshooter upgrade.
It basically shoots the turret out of the map, it don't even bounce off the walls, it's just gone.
I have filed up all 4 slots on that firing section, including green power.
When I removed the green power, the turret BARELY get 1 single shot of before timing out & disappearing.
The problem is that the turret doesn't fire while moving, and with sharpshooter it moves so far that it times out.
The lifetime really needs to be extended, or at least only start to count WHEN the turret has come to a complete stop.
That makes a lot of sense. I'll make a note of turret's 'timer' only beginning when the turret comes to a full stop.
"Buggy" dodge.
There is something weird with the dodge/dash mechanic, many times now I have died while trying to dodge, but the dodge either don't happen, or there is a delay between I push the button & it actually moves.
I am using the green slots for greater movement speed (slot: 1, 4, 7) if that "consumes" the "dodge power" or something like that.
--------
I have also noticed the reverse, I have just dodged, but the bullets I expect to fire doesn't happen.
I assume that is because the game-tick where the bullets should fire happen during the dash animation, so it's just skipped that firing step.
But it would be really useful if the firing would just be delayed to the end of the dash in those cases.
Because usually (when not avoiding,) the dash is calculated based on the expectation of firing from that new location, like: dash around a corner & expect to release a barrage of bullets, but nothing happens, it's especially DEVASTATING when you plan to fire your piercing "ultimate" into a horde of enemies, but it just "fizzles" into nothing because I dashed 2 milliseconds too late, so now I'm soon dead, because the enemies are too close & the dash is on cool-down & no bullets will come in several eternities.
Losing your shot when dodging is intended. Otherwise you could just dodge non-stop and be invulnerable constantly with no drawback.
Will the game be on mac or windows?
Windows first, but Mac will follow quickly.
Thank for the reply!
The luck on my melee only run, the third room. Click view rest for notes.
I found a bug, in one of those rooms with a black cube in the middle, some enemies (basic square) could go through it as if it wasn't there.
Unfortunately I was just next to the wall & I died.
This happened to me but with all sorts of obstacles, not just squares
@Woolly Walrus Games
What softwares & programming languages do you use to make games?
It's all c# in Unity
Thanks :)
I guess I'll take... Lasers, maybe?
Happy face :-)
I love this game. I have been playing it during zoom calls for school and at night when I should be sleeping. Keep up the good work. I would love to see a full release.
If there is a full release what platforms will it be playable on?
Awesome, glad you like it! Currently we are just releasing on steam but would like to get on consoles later.
https://store.steampowered.com/app/1072640/Beat_Blast/
The spitfire(or splitfire) is kinda not that good, needs a buff :D
The game is a BLAST 10/10 would buy and recommend. Tho I'm still stuck on the first boss.
Glad you're enjoying it!
If the ability activation beat is planned to be fixed and not player-configurable, could it be moved to the first beat instead of the last? Putting it on the last beat encourages players to put more notes on the last beat, which actually makes it feel more like the "first beat" in the loop, making the sequencer feel off-sync and weird.
full row of notes (mostly)+ all this
gatling gun
eye skill +dash idk
Echo shot makes things bouncy
all this made me quite confused after a bit to many things going on at once Lmao but it got me to world 8 i'll update what i've found
note board lvl of skills 1 white 2 green 3 blue 4 Purple 5 yellow
circle burst: send out 4(blue) or 10(pink) shots based on note(s) play (i guess the same for other skills)
scatter shot: shoots 3 bullets in a cone
Bazooka: bigger final note size
double trouble: double shot note twice
turret gives you a mini turret 3 sec
domino when it kills an enemy it leaves behind a destructive aura to damage other enemies. thx Ene123 for this one
power mine leave behind a mine for 5 sec
riot shield shoots a half like square that block incoming damage
shatter shot once the bullet reach's its end breaks into 3 lazers
spin shot ???
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square
comet your dash does damage circle skills
echo shots bounce off walls
heavy bullets doubles bullet size
sharpshooter faster bullets maybe more range
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hexagon skills
gatling gun shoots bullets much faster +more bullets
Spiral bullets bullets spin around you almost like a shield
heat seeking missiles: as the name suggests
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square
barrier two orbs shield you from damage
blink longer dash?
I played through your game a couple of times. It is a really fun expierience, but I still have some things that I noticed that could be improved upon :)
First up, when you are in high-object count areas (e.g. first boss spam attack, or later almost every room when you max out notes with barrage/Gatling gun) the audio dies and you get a massive framerate drop. I ended up muting the tab, but the audio glitches actually persisted through to the music I had opened in another tab.
Second, you can snipe the first boss from the entrance. You can kill all of his surrounding stuff, but you don't actually take any of his health if I see it right.
Third, I managed to clip consistently into the wall on one occasion, it was the left wall in the bottom left corner of a world 1 room. I tried going into another room while some enemies were still alive, and got offscreen killed by something.
Another thing are the sniping enemies in world 3. I really like the concept of them, but having 3 of them in the same room as a miniboss is a bit much.
On the topic of unbalanced enemies: Green big squares that have the same speed of you can corner you easily, and you can die from a forced hit that feels a bit unfair. Also, purple swarms in world 5/8/etc. are annoying because you can barely see the split up enemies.
Lastly, I second the opinion of bad RNG. The game depends at least for me heavily on when I get the heavy bullet powerup and if I get laser, spin shot or turret. Getting past world 3 with riot shield, bazooka or double trouble is near impossible due to the low damage output. Also, I left world 1 with any number of notes between 7 and 12. Having a meta progression like keeping one power or leveling your stats up from the getgo would be awesome to combat this a bit.
Still really beautiful and awesome game tho :)
Hey there, thanks for the feedback! We have a dev preview build up on our discord right now that solves a few of these issues. Unfortunately the audio cutting out is a WebGL issue and seems to be browser specific. We are looking into a fix, but there may not be one for the web demo. We can assure you that this won't happen in the application based steam version though!
i would just like to say the R.N.G. is really bad, not to say the game is bad i just had a few to many games where i get to the bug section with no notes no upgrades and one heart i just feels really inconsistent
i mostly go right and for whatever i seem to get 3-4 notes
We have been talking about lots of options to help users overcome bad RNG. Changes will be coming!
Hey! Great game. You really need to add a level counter though because I have no idea how far I got, but at some point the bosses became easier to do than the rooms, and then a little after that the enemies stopped getting harder.
I'm just gonna rattle off some points here:
The frames and audio die a little when you have turret and barrage at the same time.
There's a small issue with enemies phasing into walls and getting stuck inside them, but you really have to try to make it happen.
Sometimes the first attack from the bug boss carries over into the second attack where you have to stand still in a safe spot, making it impossible to dodge.
Boss health bars.
On the third stage, I'd appreciate the snipers having just a tad bit more charge time before shooting, especially when you first walk into the room.
Being able to move the position of the special ability (turret, riot shield, synchronicity, etc.) would be nice.
Might I suggest that after filling up all the sequencer slots, or after getting some amount of extra note blocks, that the player has the choice to 'restart' but with 5 rows on the sequencer instead of 4? Or perhaps the player will be able to equip 2 abilities.
The melee attack that the eye boss does is pretty cool, but I rarely see it happen, and it only lunges once.
Don't know if this is intended, but you can shoot the turrets past the barrier on the eye boss and into the eye to damage it right from the beginning.
A few invincibility frames would be nice after a dodge, would be a bit more forgiving with the laser on the eye.
I've gotten the gold portal to open a couple times, but still haven't figured out what the trigger for that is, if there is one. Very nice surprise though, blew my mind the first time where I managed to walk through something like 8 rooms before being kicked out.
The little tune that starts at the beginning of a boss fight is really cool, and it would be great to see that being extended more so there's some sort of counterpoint happening between the boss and the player.
The bug boss is disproportionately harder than the eye boss because the eye boss doesn't move nearly as much. On several attacks like the x4 lasers or the bullets that follow you, I'm able to just circle around one open point of the boss' barrier and meatshot it. With the right items, it can take about 10 seconds to beat that boss.
Anyways! It's really fun and I sat here spending probably the last hour and a half on that run. Can't wait to see how it develops!
Hey thanks for all the feedback, glad you like the game!
We will take all your ideas into consideration. Level counter is in the next build, just testing it for bugs. Coming very soon!
this is my view on the golden portal to me it seems if you kill a boss quickly you get it as a bonus room only got as far as 3
edit ok it seems if you dont get hit it opens the portal
Yea, I've thought and tried both of those. There's been plenty of times when I've killed a boss under 20 seconds without taking a hit and I don't get a portal every time.
Is the orange snake supposed to be ramming into you like a bomb? cause he always gets me
This is a good game and I like the aesthetic, but I wish there were more of a tie in to how a "good" rhythm would also be beneficial in game. Though I suppose that would be very subjective.
Maybe a "rest" block, that does nothing and makes no sound but slightly powers up the next beat's attack. For example, a rest block placed on a yellow tile makes the next yellow beat have larger radius (but doesn't affect the other colour beats).
Or maybe it's like how in Smash there are stale moves, but this time it's stale rhythms or stale beats.
but would a rest power a rest? could you have an infinite chain of rests becoming all powerful and when you finally use a beat it ends reality itself?
in world 2 when i used my dash i somehow when into a wall and needed to guess my way back to the room was not hard but next time i may not get so lucky
hey thanks for the bug report, we have fixed this in the next build.