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This game would be fun to play.

After level two, it's just a black screen

(+1)

Sorry about that, its been fixed in the next build, coming soon. (maybe tonight)

(+2)

Did i win?

haha yes you pretty much did. We got a new build coming this week that gets a lot harder

Great to hear!

teleported to nowhere from floor 1 to 2

its a bug thats going to be fixed in the next patch (i think)

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I can't find a way to access the Options menu after starting the game?
(without reloading the whole page)

Le jeu j jou TRÈS souvent et JADORE se jeu, mais sa menque de type de note comme des corde qui peu transperser les enemis, des achats qui augmente ou diminue le tempo et les dégat, exemple:

un tempo plus vite = moin de dégat

un tempo plus lent = plus de dégat

sa serait bien 

contunue a dévloper se jeu :)

écrit d'un de tes Fan! :D

Content que tu aimes ça! Merci pour la rétroaction et l'idée. Nouvelle construction à venir ce soir

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Great game, cant stop playing this. I have a couple of suggestions though regarding coins shops, and loot. I always get an excess of coins after the first few rooms and when i finally find a shop it usually just has a note or two and special shots i have no use for.  I think special shots should only be found after killing bosses and shops should just have the hexagon abilities, notes and lives. Lives are another thing, for unskilled players or newbies theyre too rare and the bee boss usually takes the 2 hearts you get from the boss rotation.  Either make shops more common, maybe appear after every 3rd or so room? Or make lives more common in shops. Also the flute sound for the yellow note is incredibly annoying when you have a lot of notes.

Fantastic work on this so far, one of the best games ive played in a while despite the early access quirks.

Also probably good to tell you about a glitch that happened to me, after clearing a room i saw a red arrow pointing to an enemy that was off the map. I was able to dash out of the room and killed him with a bit of time and effort. Then the door opened in the corridor i was in leading to an endless room (no walls but on the side i came through. I followed the wall and found another room but when i went in all of the enemies were gray and invincible for atleast 2 minutes. 

you can change how notes sounds by pressing the >> by the side of the row of notes

Oh thanks man

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Holy crap, this game is so good.  Buggy of course, because it's in development, but good nonetheless. Graphics are appealing even though they're simple. I'm a big music person so I had fun changing the rhythms and tones to find nice melodies (I think this is how I died most of the time, making crappy builds because they sounded nicer...)
Anyway, I thought the idea of unlocking different sounds for the attacks as you go was brilliant, and I especially had fun switching those around. The only thing I could really ask for is more upgrades and maybe some more rhythm customization. I feel like same quarter notes and quarter rests get boring after a while as there's only so many rhythms you can make. Adding something like an attack that takes up two squares for double damage or half of a square for less damage would be a fun idea.

Edit: totally buying this when it comes out. already have it on my wishlist.

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I think this game is really fun and creative, definitely will be looking forward to play it when it's out, however there was only one bug I ran into (mostly because i only made it to level 2 and kept dying at either the mini-boss or the boss) but what I found is that picking up coins right before they despawn spawn an error, im not sure if it still gives the coin but you might want to look into that.
Specific Error: 

"NullReferenceException: A null value was found where an object instance was required."

-- the coin was probably expected to still exist when trying to give coin, (while i don't know this coding language at all ill still plug my input) maybe you should make the despawn cancel when getting pulled towards the player?


also tell me how god mode and acquire note :(

(+1)

2nd error is that Restarting does not work. Specific Error: 

"Cannot Load Scene: Invalid scene name (empty string) and invalid build index -1"

-- speculation is that it's either the scenes name was changed in the process or moved or the restart does not provide a valid string value. probably is not able to build index because of -1 being something else or smthn
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I'm not sure if you're aware but being TPED to the void still exists. I think what happens is that when you walk past the door that takes you to the thing and keep on walking it'll tp you to void. let me test and validate my theory.

EDIT: That was not the reason. However another theory would be that it's the cause of either the left or the right side. Validating theory, hold on.

EDIT 2: Yes, It worked, however only once. I will prove it again by finishing area 1 and taking the right route whilst also continuously walking into the gate that takes you to area 2.

EDIT 3: Actually, it works in any direction. Just reaching the end of the take-2-area 2 wall takes you to the void. I'm not sure why this is. Maybe it has to do with wall collision or something.

Suggestions:

More Tooltips. I.E:

  • What does each note combined do?
  • What does each upgraded version of the last note power up do? (For example. Circle Shot IV)

Maybe a new unlockable 5th note!?!?!

  • Could maybe be the strings?
  • Maybe is a projectile from the Lazershot?

Maybe sound alterations/switching (The arrows on the notes sides):

  • Could have a tiny alteration to the attack itself. Like instead of the yellow note just exploding it'll do 3 tiny but less effective explosions.
  • Could do nothing else I couldn't think of anything more.

Maybe a power up that speeds up your bpm?

  • Could reduce damage on your attacks.
  • Could spawn more mobs and said spawned mobs can be more powerful.
  • Could be a whole new mode that could be labelled "Fast Rhythm Mode".

"More Tooltips" > point 1:
No, don't spoil the fun of experimenting, that's a part of what's fun with he game, to experiment & find out what each note combination does & how to use it best.

No. You're wrong.


You just are.

Suggestion/Bug:
In the second area, the mobs rarely drop Notes, However, in the first area, the normal blocks drop notes more frequently.

Make the First Area blocks not drop so many, Or make the bugs in the 2nd area drop more notes. However if this is intended to not make the game too hard or too easy then I'll understand.

Also hard more where everything drops less and shops cost more and bpm is slower?!

if Woolly Walrus has made a patch with my feedback in mind its to make sure there is a smaller chance to not get to the boss while only have 1 or 2 extra notes.

Question: Is there going to be story mode?

More Suggestions:

Smaller white orb that follows you around with a mini note board in the bottom right corner.

You can mix and match his music with yours!

Do you have a discord server?

How about adding more musical notes. For example, if the player goes further, then you can add not just a note, but some combination of notes in one dice. Or perhaps combine the note cubes into one powerful salvo.
You can also add a laser attack (for the player), some mines, more allies, more rooms and bosses, as well as new game mechanics (only bosses; free mode, etc.)
Waiting for a new assembly! X)
Thank you for attention. (._.)

imagine this with multiplayer

feed me more of this game

(+1)

Awesome! new build coming this week!

hey, firstly i must say that so far i absolutely love the game and adore the concept! and although there is room for growth and the need for a better sense of progression it is a lot of fun. some things i would like to give feedback on is the aspect of RNG in the game. I'm not completely sure if you want the game to be almost completely random but i think it would enhance the playing experience if the player was able to use more strategy whilst having a bit more control over the rooms they enter. also, a concept that could be added is making a room easier to see depending on how many notes you have in the offhand, maybe giving incentive to players to play riskier whilst being able to see more of what is going on around them. I have also encountered a bug that may or may not be of concern, but since i beat the game, every time i finish a floor the camera pans totally off screen. anyway, thank you for the good game, i cant wait to see it flourish! :D

(+1)

Glad you like it. I'll take all your feedback and ideas into consideration. That bug has been fixed, new build coming this week. Thanks!

(+1)

I have all the notes

how in the first area

lol nice, i see you found it.

how tell me pls
:)

It is a very sneaky thing to get :)))

It is a very sneaky thing to get :)))

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Sometimes when loading a level after a boss the camera would be ultra far off screen to the left and i couldn't see a thing, also when using the laser upgrade the notes that play immediately after sometimes shoot two or three times instead of just once

Edit:Forget to mention that i really enjoyed gameplay

Thanks for the feedback, that bug has been fixed. The laser ability shoots more when a purple is equipped with it.

At first I thought this would be good, but no. It's great!

looks great!Can't wait for the release

What should I do if, when downloading a game, it says that the site is not responding? (Game top)

Not sure sorry, we are putting up a new build this week, hopefully that helps.

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I found a bug where you can go in a wall by dodging. 

Also, could you make your game ZQSD friendly? It would be useful for azerty players lmike me. 

I guess the ZQSD is a keyboard layout, like QWERTY?

Thanks for the bug report, I'll put ZQSD layout in the to do list.

I found a bug, where when an orb wont be collected even if I stepped on it. 

I'm occasionally getting this error


I think we have fixed that, new build coming this week

(2 edits)

I traped an enemy in  a corridor and get soft -locked, you might fix this issue. 
(Incredible game btw)

It will be fixed in the next build. within the week

I can trap enemies in corridors

Fixed build coming soon

(2 edits) (+1)

I love the dark aesthetic to the game but its a bit too dark as  you can't see the purple/black enemies well at all when they start appearing.

I suggest a larger light aura or just up the color scale on those enemies.

Or have a longer "flashlight cone" forward in addition to the "light aura" .

I found this bug on a run that I had a level 2 turret with. Sad, but it's a beta. I have found that sometimes the 1st stage miniboss and boss lasers activate on top of me as soon as I enter the room, maybe consider a set time/ damage threshold to activate the lasers? Other than some fine tuning, great game. Upon full release will this game be free?

Also, just tried to use restart button and it does not work.

Another glitch I've found is that some money is unable to be collected. I don't know if this is just visual but if it isn't, then it is very frustrating.

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Consider adding a separate audio sliders for each note (maybe in the options menu), because I think the Yellow & Green are too sharp, but currently I can only turn down the volume for all of them. This is my biggest problem with the game, since I have damaged hearing & too loud noise is uncomfortable, so I have to play it too quietly instead.

I would also like a more forgiving damage system, either it's easier to acquire more hearts (from eg: shop/enemy drops/hidden secrets/...), OR being hit by an enemy doesn't consume a whole heart, but only a fraction of a heart, and as long as you haven't lost a whole heart you can still regenerate that lost health (either from not being hit for a while (bad, leads to "coward" tactics), or the "coins" also heals you, or if the enemies also drops health particles in addition to the coins, or you can get "vampiric weapons" that drains health from enemies to you, or you have a "heal ability" on a cool-down timer, or can buy healing in the shop).

You could also add an "ascension mechanic" so dying isn't as "pointless" as it currently is, lets say it lets you save the score (or something) to the next run, and when you have enough saved score it lets buy permanent boosts* that you start with in future re-spawns, (*eg: more white note blocks, or with one of those colored notes (I still don't know what  those do?), or start with a (random?) upgrade, or something else).

It could also be interesting if the rooms defied the difficulty, so going Up makes it harder (& eventually you get the boss), sideways keep the current difficultly & Downwards lowers the difficulty.
In this way, the players can decide how hard they want the levels to be :D
(maybe add some "loot reduction multiplier" (max is like -50% loot) if the player have stayed at the same difficulty too long (like 10 levels or so), just to gently encourage the player to actually progress through the game without forcing it).

Also, the "coins" shouldn't de-spawn (maybe as an "ascension perk") until you leave the room, maybe with a "collect all" feature when all enemies are dead.

Ps. I found you game from here:

(+1)

Hey thanks for the feedback and ideas.
I will put the different colour volume controls down on the to do list.
We might look into starting the player off with more health and upping its spawn chance in shops.
There is a lot more to come with the player progression and unlocking things in the game. We just haven't had the time to get to it yet.

I appreciate all the feedback and I'll take all the ideas into consideration. Thanks!

(+1)

I agree with sensino on most things, and I have a few ideas of my own;

maybe make it so after each world, you have an option, either a new note, or a new column for notes, that way it slowly becomes more complicated at a manageable rate, allowing you to slowly proogress towards having a massive symphony.

you could possibly make it so that bosses drop heart upgrades, so you go from 3 to 4. this would work well

I really enjoy the concept of special attacks, like the riot shield, it adds a unique spin and keeps it interesting.

this is an amazing game and I cant wait for it to be fully released, it is such a good concept.

Or those colored notes is what unlocks that "note row" where you add the white tiles too. (I still don't know what/if those colored notes do, it would give them a use. & additional identical notes increases the power of that "note row").

Helps my depression.

Glad I could help in some way. Hope you start feeling better soon.

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Using Machine gun and dubble trouble att the same time makes weird(?) noises.

(I only remember it was weird and not exactly what as i haven't plays in a few hours and forgot to mention it earlier)

And fighting the second boss using items that makes you shot many projectiles made the game lag very much for me in the early phase 1 (and yes i am using a PC and not a laptop)

oh yah I dislike the double trouble sound right now, that will get replaced. Machine gun does do some weird sound stuff, I'll look into it.

We have an overhaul of the second boss done that will be in the next build. Hopefully that will fix the issues. I've also experienced the frame drops. Thanks for the bug reports.

Thanks and your welcome 

it would help if i know what the music symbol things did

also someone make a wiki

(+1)

If it is the colorful music symbol thing that drops from enemies it just changes how the notes sound.

(depending on color of the music symbol it changes the note sound of same color)

The "fast forward" symbol changes between the sounds.

Please fill in if i missed anything Woolly Walrus Games

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ah so it's a cosmetic, hum well i would say  that you should not drop these from enemies but have them for sale in shops  for like 25 bits, this game is super fun and a great game but you lack a sense of progress when you die it would be nice if we  had  a currency that only dropped from mini bosses and bosses, and unlocked  special effects like more movement speed, or different starting sounds for our music, more types of music and a really expensive one that gave you more starting notes

I found a bug where when playing with a controller, you clip into the walls sometimes. (and when it happens controls get reversed for some reason)

Thanks for the feedback, I'll look into it.

I found the dev features too, very 'sneaky' :)))

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Found the hidden God mode feature, pretty cool. also acquire note.

haha whats that?

you should know, you did make the game

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yah im just playing dumb. There are a bunch of developer short cuts in the development build that wont be in later on.

Enjoy them while they last lol.

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It's a good that you are forced to fight the boss after a (assuming) random amount of rooms to not be able to farm. But the amount of power notes(?) you get changes dramatically with luck, in other words chanses are somewhat high that you only get 1 2 or simply none, which caused me to have to restart 20% of the time i did a new run.

its not very serious but it ruins the experience a little

I'll look into the note drop rate and try to make it more fare game to game so you don't need to restart.

Thank you very much.

Deleted 4 years ago

Shhhh, keep that to yourself lol

(+1)

Passed around 6th phase and got bugged while passing the screen:

First sorry for bad grammar/spelling.

I wanted to do an objective review but i can't. This game is awesome, i have played in the demo around 1h already and stopped playing just for this bug. I love what you are doing, keep it up.

Graphics: 8/10 it's good but could be better. I dont understand the porpuse of shadows. There's been a few time that an enemy came at me while i can't see him because the shadow hide him:

Music: 10/10 I need more of this! it's addictive, and though there are some intruments that i dont like that's not a problem as you can change it.

Controls: 7/10 Feels good but it's slow if you dont use green nodes and when i use them they are too fast to control well.

Final mark: 9/10 Will buy it when it will be released

Awesome, thanks for the feedback. Sorry about that bug, we have fixed that issue in the next update coming soon.

(+1)

Will multiplayer be coming soon?

We are not currently planning a multiplayer, not really sure how that would work from a design stand point.

You could have it so you can send a code to someone and then you can play in one large room and enemies get progressively harder and bosses sometimes appear.

ok uhh but the game broke after beating the third boss 

Yah sorry about that. we have fixed that issue. It will be in the next build, coming soon.

figured it out, got an insane run with full notes, whats with the portal after like the 8th boss?

Shhhh thats a secret

Ah, time to flex my best run. I literally died because I was unable to see his beam, thus it had already hit me before I could try to dodge ;u;

Nice game; I can't wait to see how this turns out in the future!


Nice run! Oh that sucks, sorry about that. Glad you like it, we got some new stuff coming soon!

Maybe you could have each different sound make the note function in a different way. i think this would be really cool

Yah that would be really cool, not sure we have the development time to be able to pull that off, but maybe further down the line we can try it out.

Deleted 4 years ago
(+1)

my only real thing about this is that you can't tell if a room is a boss room unless you are coming from a crossroads, which leads me to going to the next area before I want to,  Is that intentional to stop someone from farming forever in the first stage?

Yah that is intentional. We might make a long hallway before the boss room, but the door will lock behind you. So you still dont know when you choose that door but you will know right before you enter the next room. If that makes sense lol

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